// ==================================================================== // Class: UT2K4UI.GUIListBox // // The GUIListBoxBase is a wrapper for a GUIList and it's ScrollBar // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class GUIListBox extends GUIListBoxBase native; var GUIList List; // For Quick Access; function InitBaseList(GUIListBase LocalList) { if ((List == None || List != LocalList) && GUIList(LocalList) != None) List = GUIList(LocalList); List.OnClick=InternalOnClick; List.OnClickSound=CS_Click; List.OnDblClick=InternalOnDblClick; List.OnChange=InternalOnChange; Super.InitBaseList(LocalList); } function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.Initcomponent(MyController, MyOwner); if (DefaultListClass != "") { List = GUIList(AddComponent(DefaultListClass)); if (List == None) { log(Class$".InitComponent - Could not create default list ["$DefaultListClass$"]"); return; } } if (List == None) { Warn("Could not initialize list!"); return; } InitBaseList(List); } function bool InternalOnClick(GUIComponent Sender) { List.InternalOnClick(Sender); OnClick(Self); return true; } function bool InternalOnDblClick(GUIComponent Sender) { // List.InternalOnDblClick(Sender); // OnDblClick(Self); // ifdef _RO_ OnDblClick(Self); // endif return true; } function InternalOnChange(GUIComponent Sender) { if (Controller != None && Controller.bCurMenuInitialized) OnChange(Self); } function int ItemCount() { return List.ItemCount; } function bool MyOpen(GUIContextMenu Menu) { return HandleContextMenuOpen(self, Menu, Menu.MenuOwner); } function bool MyClose(GUIContextMenu Sender) { return HandleContextMenuClose(Sender); } defaultproperties { DefaultListClass="XInterface.GUIList" }