UMenu
Class UMenuWeaponPriorityListArea

source: e:\games\UnrealTournament\UMenu\Classes\UMenuWeaponPriorityListArea.uc
Core.Object
   |
   +--UWindow.UWindowBase
      |
      +--UWindow.UWindowWindow
         |
         +--UWindow.UWindowClientWindow
            |
            +--UWindow.UWindowDialogClientWindow
               |
               +--UMenu.UMenuDialogClientWindow
                  |
                  +--UMenu.UMenuWeaponPriorityListArea
Direct Known Subclasses:UTWeaponPriorityListArea

class UMenuWeaponPriorityListArea
extends UMenu.UMenuDialogClientWindow


Variables
 UWindowCheckbox AutoSwitchCheck
 string AutoSwitchHelp
 string AutoSwitchText
 UWindowControlFrame Frame
 UWindowWindow PriorityList
 class PriorityListClass


Function Summary
 void AutoSwitchChange()
 void BeforePaint(Canvas C, float MouseX, float MouseY)
 void Created()
 void Notify(UWindowDialogControl C, byte E)
 void SaveConfigs()



Source Code


00001	class UMenuWeaponPriorityListArea extends UMenuDialogClientWindow;
00002	
00003	var UWindowWindow PriorityList;
00004	var class<UMenuWeaponPriorityListBox> PriorityListClass;
00005	var UWindowControlFrame Frame;
00006	
00007	var UWindowCheckbox AutoSwitchCheck;
00008	var localized string AutoSwitchText;
00009	var localized string AutoSwitchHelp;
00010	
00011	function Created()
00012	{
00013		Super.Created();
00014	
00015		DesiredHeight = 200;
00016		DesiredWidth  = 140;
00017	
00018		PriorityList = CreateControl(PriorityListClass, 10, 10, 100, 200);
00019		Frame = UWindowControlFrame(CreateWindow(class'UWindowControlFrame', 10, 10, 100, 200));
00020		Frame.SetFrame(PriorityList);
00021	
00022		AutoSwitchCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', 10, 120, 100, 1));
00023		AutoSwitchCheck.bChecked = !GetPlayerOwner().bNeverAutoSwitch;
00024		AutoSwitchCheck.SetText(AutoSwitchText);
00025		AutoSwitchCheck.SetHelpText(AutoSwitchHelp);
00026		AutoSwitchCheck.SetFont(F_Normal);
00027		AutoSwitchCheck.Align = TA_Left;
00028	}
00029	
00030	function BeforePaint(Canvas C, float MouseX, float MouseY)
00031	{
00032		local float W;
00033		local float X;
00034	
00035		Super.BeforePaint(C, MouseX, MouseY);	
00036	
00037		W = 130;
00038		X = Max((WinWidth - W)/2, 5);
00039	
00040		Frame.SetSize(W, WinHeight-50);
00041		Frame.WinLeft = X;
00042		AutoSwitchCheck.SetSize(W, 1);
00043		AutoSwitchCheck.WinLeft = X;
00044		AutoSwitchCheck.WinTop = WinHeight - 30;
00045	}
00046	
00047	function Notify(UWindowDialogControl C, byte E)
00048	{
00049		switch(E)
00050		{
00051		case DE_Change:
00052			switch(C)
00053			{
00054			case AutoSwitchCheck:
00055				AutoSwitchChange();
00056				break;
00057			}
00058		}
00059		Super.Notify(C, E);
00060	}
00061	
00062	function AutoSwitchChange()
00063	{
00064		GetPlayerOwner().NeverSwitchOnPickup(!AutoSwitchCheck.bChecked);
00065	}
00066	
00067	function SaveConfigs()
00068	{
00069		Super.SaveConfigs();
00070		GetPlayerOwner().SaveConfig();
00071	}
00072	
00073	defaultproperties
00074	{
00075	     PriorityListClass=Class'UMenu.UMenuWeaponPriorityListBox'
00076	     AutoSwitchText="Auto-Switch Weapons"
00077	     AutoSwitchHelp="Automatically switch to a higher priority weapon when you pick it up.  If unchecked, you must switch to the new weapon manually."
00078	}

End Source Code