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# GUI.GUIPage

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    // ====================================================================
    //  Class:  GUI.GUIPage
    //
    //	GUIPages are the base for a full page menu.  They contain the
    //	Control stack for the page.
    //
    //  Written by Joe Wilcox
    //  (c) 2002, Epic Games, Inc.  All Rights Reserved
    // ====================================================================
    /*=============================================================================
    	In Game GUI Editor System V1.0
    	2003 - Irrational Games, LLC.
    	* Dan Kaplan
    =============================================================================*/
    #if !IG_GUI_LAYOUT
    #error This code requires IG_GUI_LAYOUT to be defined due to extensive revisions of the origional code. [DKaplan]
    #endif
    /*===========================================================================*/

    class GUIPage extends GUIMultiComponent
            HideCategories(Menu,Object)
    	Native;

    cpptext
    {
    		UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta );
    		void UpdateTimers(float DeltaTime);
    		UBOOL MousePressed(UBOOL IsRepeat);					// The Mouse was pressed
    		UBOOL MouseReleased();								// The Mouse was released

            UBOOL XControllerEvent(int Id, eXControllerCodes iCode);

    }

    // Variables
    var(GUIPage) Editinline Editconst const	array<GUIComponent>		Timers "List of components with Active Timers if last on the stack.";

    var(GUIPage) config                      bool                    bIsOverlay "If true, underlaying components should remain active";
    var(GUIPage) config                      bool                    bIsHUD "If true, underlaying systems should remain active for input (gui should not swallow invalid input)";

    var(GUIPage) Editinline config GUILabel HelpText "The label that displays the hint for the watched component on this page";
    #if IG_TRIBES3	// michaelj:  Allow subclasses to specify a different dialog class
    var(GUIPage) config						string					DialogClassName;
    #endif
    // Delegates

    delegate OnDlgReturned( int returnButton, optional string Passback );
    delegate OnPopupReturned( GUIListElem returnObj, optional string Passback );

    event Activate()
    {
    	EnableComponent();
    	Super.Activate();
    	Focus();
    }

    event DeActivate()
    {
    	DisableComponent();
    	Super.DeActivate();
    	if (!bPersistent)       // keep access to the controller if we are not up
    	    Free();
    }

    event Show()
    {
        if( Style != None )
            PlayerOwner().TriggerEffectEvent('UIMenuLoop',,,,,,,,Style.EffectCategory);
        Super.Show();
    }

    event Hide()
    {
        if( Style != None )
            PlayerOwner().UnTriggerEffectEvent('UIMenuLoop');
        Super.Hide();
    }

    //=================================================
    // InitComponent is responsible for initializing all components on the page.

    function InitComponent(GUIComponent MyOwner)
    {
    	Super.InitComponent(MyOwner);

    	MapControls();		// Figure out links
    }

    event ChangeHint(string NewHint)
    {
        if( HelpText == None )
            return;

        HelpText.SetCaption( NewHint );
        HelpText.SetVisibility( !Controller.bDontDisplayHelpText && NewHint != "" );
    }

    event HandleParameters(string Param1, string Param2, optional int param3);	// Should be subclassed

    event NotifyLevelChange();

    event Free( optional bool bForce ) 			// This control is no longer needed
    {
    	local int i;
        for (i=0;i<Timers.Length;i++)
        	Timers[i]=None;
        Timers.Remove( 0, Timers.Length );

        HelpText=None;

        Super.Free( bForce );
    }

    #if IG_TRIBES3 // dbeswick: return Dialog object
    final function GUIDlg OpenDlg( String Caption, optional int TheButtons, optional string Passback, optional int TimeOut )
    #else
    final function OpenDlg( String Caption, optional int TheButtons, optional string Passback, optional int TimeOut )
    #endif
    {
        local GUIDlg Dialog;
        local bool bProp;

        bProp=PropagateState;
    	DisableComponent();
    	PropagateState=bProp;

        Dialog = GUIDlg(AddComponent( DialogClassName, self.Name$"_"$Passback, true ));
        Dialog.SetupDlg( Caption, Passback, TheButtons, TimeOut );

        Dialog.Show();
        Dialog.Activate();

    #if IG_TRIBES3 // dbeswick: return Dialog object
    	return Dialog;
    #endif
    }

    final function DlgReturned( GUIDlg Dialog )
    {
        local bool bProp;

        Dialog.DeActivate();
        Dialog.Hide();

        bProp=PropagateState;
    	EnableComponent();
    	PropagateState=bProp;
    	Focus();

        OnDlgReturned( Dialog.Selection, Dialog.Passback ); //call the delegate

    #if !IG_TRIBES3 // dbeswick: moved this to fix assert
        //remove the dialog after it has been closed and processed
        RemoveComponent( Dialog );
    #endif
    }

    #if IG_TRIBES3	// michaelj:  Added ability for GUIPages to respond to gameplay messages
    function onGameplayMessage(Message msg)
    {
    }
    #endif

    #if IG_TRIBES3 // dbeswick: all download notification is done through the GUI system
    function OnProgress(string Str1, string Str2)
    {
    }
    #endif

    defaultproperties
    {
    	bAcceptsInput=true
    	bPersistent=true
        bTabStop=false
        bIsOverlay=true
    	WinTop=0.0
    	WinLeft=0.0
    	WinWidth=1.0
    	WinHeight=1.0
    	bSwallowAllKeyEvents=True
    	DialogClassName="GUI.GUIDlg"
    }

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Class file time: ne 5.9.2004 16:02:10.000 - Creation time: st 23.5.2018 00:10:43.877 - Created with UnCodeX