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UE2Runtime-22262001_Demo.exe
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GUIFont.uc
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2003-06-30
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// ====================================================================
// Class: GUI.GUIFont
//
// GUIFont is used to give a single pipeline for handling fonts at
// multiple resolutions while at the same time supporting resolution
// independant fonts (for browsers, etc).
//
// Written by Joe Wilcox
// (c) 2002, Epic Games, Inc. All Rights Reserved
// ====================================================================
class GUIFont extends GUI
Native;
var(Menu) string KeyName;
var(Menu) bool bFixedSize; // If true, only FontArray[0] is used
var(Menu) localized array<String> FontArrayNames; // Holds all of the names of the fonts
var(Menu) array<Font> FontArrayFonts; // Holds all of the fonts
native event Font GetFont(int XRes); // Returns the font for the current resolution
// Dynamically load font.
static function Font LoadFontStatic(int i)
{
if( i>=default.FontArrayFonts.Length || default.FontArrayFonts[i] == None )
{
default.FontArrayFonts[i] = Font(DynamicLoadObject(default.FontArrayNames[i], class'Font'));
if( default.FontArrayFonts[i] == None )
Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.FontArrayNames[i]);
}
return default.FontArrayFonts[i];
}
function Font LoadFont(int i)
{
if( i>=FontArrayFonts.Length || FontArrayFonts[i] == None )
{
FontArrayFonts[i] = Font(DynamicLoadObject(FontArrayNames[i], class'Font'));
if( FontArrayFonts[i] == None )
Log("Warning: "$Self$" Couldn't dynamically load font "$FontArrayNames[i]);
}
return FontArrayFonts[i];
}
defaultproperties
{
}