表单:表单是虚幻开发工具包的GUI框架。 用UnrealScript编程,独立于Scaleforms和UIScene。 受到虚幻

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表单:表单是虚幻开发工具包的GUI框架。 用UnrealScript编程,独立于Scaleforms和UIScene。 受到虚幻引擎2 GUI框架的OOP和子对象语义的启发
Forms-master.zip
  • Forms-master
  • .gitignore
    8B
  • Example
  • Globals.uci
    388B
  • Classes
  • FDiv.uc
    1.3KB
  • FStepBox.uc
    3.6KB
  • FComponent.uc
    24.7KB
  • FScrollStyle.uc
    1.8KB
  • FBindingBox.uc
    6.1KB
  • FColors.uc
    4.1KB
  • FScrollBar.uc
    5.1KB
  • FStyle.uc
    6KB
  • FDialog.uc
    3.7KB
  • FGroupBox.uc
    2KB
  • FContainer.uc
    979B
  • FColumnsSet.uc
    3KB
  • FImage.uc
    1.2KB
  • FToolTip.uc
    2.5KB
  • FElementBorder.uc
    1.9KB
  • FCheckBox.uc
    1.8KB
  • FTabButton.uc
    1.5KB
  • FElement.uc
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  • FElementGradient.uc
    2.9KB
  • FScrollPage.uc
    1.6KB
  • FScrollComponent.uc
    4.2KB
  • FColumn.uc
    2.3KB
  • FIController.uc
    221B
  • FInputBox.uc
    2KB
  • FSlider.uc
    2.1KB
  • FPage.uc
    1.4KB
  • FController.uc
    3KB
  • FLabelStyle.uc
    1.3KB
  • FObject.uc
    2.8KB
  • FScene.uc
    24.4KB
  • FButton.uc
    2.7KB
  • FTabControl.uc
    3.5KB
  • FLabel.uc
    4.8KB
  • FMultiComponent.uc
    6.7KB
  • FTextBox.uc
    4.4KB
  • FWindow.uc
    3.7KB
  • FToolTipBase.uc
    2.8KB
  • .gitmodules
    89B
  • README.md
    9.4KB
内容介绍
Forms - GUI framework ===== Forms is a graphical user interface(GUI) framework for the Unreal Development Kit(UDK). Completely written in UnrealScript. Installing ===== [Installing Forms - Wiki](http://github.com/EliotVU/Forms/wiki/Installing-Forms) Features ===== - 100% UnrealScript - Doesn't require Adobe Flash Professional - Customizable controls through DefaultForms.ini(Hover, Focus, and Active states) Components ===== - [FPage](https://github.com/EliotVU/Forms/blob/master/Classes/FPage.uc) - [FWindow](https://github.com/EliotVU/Forms/blob/master/Classes/FWindow.uc) - [FButton](https://github.com/EliotVU/Forms/blob/master/Classes/FButton.uc) - [FCheckBox](https://github.com/EliotVU/Forms/blob/master/Classes/FCheckBox.uc) - [FBindingBox](https://github.com/EliotVU/Forms/blob/master/Classes/FBindingBox.uc) - [FGroupBox](https://github.com/EliotVU/Forms/blob/master/Classes/FGroupBox.uc) - [FTextBox](https://github.com/EliotVU/Forms/blob/master/Classes/FTextBox.uc) - [FStepBox](https://github.com/EliotVU/Forms/blob/master/Classes/FStepBox.uc) - [FSlider](https://github.com/EliotVU/Forms/blob/master/Classes/FSlider.uc) - [FLabel](https://github.com/EliotVU/Forms/blob/master/Classes/FLabel.uc) - [FColumnsSet](https://github.com/EliotVU/Forms/blob/master/Classes/FColumnsSet.uc) - [FDialog](https://github.com/EliotVU/Forms/blob/master/Classes/FDialog.uc) - [FTabControl](https://github.com/EliotVU/Forms/blob/master/Classes/FTabControl.uc) - [FToolTip](https://github.com/EliotVU/Forms/blob/master/Classes/FToolTip.uc) - And more... Documentation ===== An example demonstrating how a typical menu's code may look like: // The MainMenu. Contains all the basic components such as inline pages and/or buttons. class MyMainMenu extends FPage; // A reference to our ExitButton, so that we could edit properties at run-time or identify delegate events. var FButton ExitButton; function OnExit( FComponent sender, bool bRight ) { // Execute a console command named "Exit", we use sender so that it is executed in an instanced component instead of this archetype(where OnClick is assigned) sender.ConsoleCommand("Exit"); } defaultproperties { // Relative position in percentage from parent(FScene(Canvas) in this case) RelativePosition=(X=0.25,Y=0.25) // Relative size in percentage from parent(FScene(Canvas) in this case) RelativeSize=(X=0.5,Y=0.5) // Let's add a button to exit the game. begin object name=oExitButton class=FButton // Caption(We use Text because FButton extends FLabel) Text="Exit" // Delegate OnClick to OnExit, we'll add this function later, see below! OnClick=OnExit // Relative position in percentage from parent(MyMainMenu in this case) RelativePosition=(X=0.0,Y=0.8) // Relative size in percentage from parent(MyMainMenu in this case) RelativeSize=(X=0.2,Y=0.2) end object // Assign this object to ExitButton, so that we can access it later at run-time. ExitButton=oExitButton Components.Add(oExitButton) // We must add our button to the components list, so it can be processed and drawn. } Component examples ===== Creating a page with a button // Note: Read the tutorials above to understand how to run this: begin object name=MainMenu class=MyMainMenu RelativePosition=(X=0.10,Y=0.10) RelativeSize=(X=0.90,Y=0.90) end object // This registers the component so that Forms can render, and communicate with this object. Components.Add(MainMenu) then in your created class: class MyMainMenu extends FPage; defaultproperties { begin object name=ExitButton class=FButton // Position at the end of "MainMenu" RelativePosition=(X=1.0,Y=1.0) // Without these the button would begin at X=1 and Y=1 but with those it will end at X=1 and Y=1 instead. VerticalDock=VD_Bottom HorizontalDock=HD_Right // The button text, you can set this optionally to Text="@UDKGameUI.Generic.Exit" // - which means the button's text will be whatever Exit is set to in UDKGameUI.ini Text="Exit" end object Components.Add(ExitButton) } Creating a Label begin object name=Label1 class=FLabel RelativePosition=(X=0.0,Y=0.00) RelativeSize=(X=1.0,Y=0.10) Text="Hello, and welcome to my game!" end object Components.Add(Label1) Creating a Checkbox and Slider begin object name=EnableBloom class=FCheckBox // See other examples on how to setup positions and sizes. Text="Bloom" OnInitialize=InitializeComponents OnChecked=ValueChanged TextAlign=TA_Center end object Components.Add(EnableBloom) // Add "var FSlider SoundVolume;" to your class. begin object name=oSoundVolume class=FSlider // See other examples on how to setup positions and sizes. PostFix="%" MinValue=0 Value=80 MaxValue=100 SnapPower=1.0 // This determines whether the value accepts decimals or not. bInteger=true // See below on how to use these: OnInitialize=InitializeComponents OnValueChanged=ValueChanged end object Components.Add(oSoundVolume) // So you can reference this component easily within your code. // - You can also use the FindComponentByName function if you prefer that! SoundVolume=oSoundVolume Using delegates // Called when a component is initializing. // --- // This is pseudo code just to give you an idea on how it's done, // - the idea is to set the components values to the values loaded from an .ini or whatever you're using. function InitializeComponents( FComponent sender ) { SoundVolume.Value = 80; } // Called when a component changes it value. function ValueChanged( FComponent sender ) { switch( sender ) { case SoundVolume: sender.ConsoleCommand( "insert_console_command_here" @ SoundVolume.Value ); break; } } // Note: When the events are assigned through defaultproperties // - you have to use "sender." to perform code // - because the function's code is not executed in the context of your class's instance, // - but in the generated DEFAULT__NAME object(UDK bug!) Using tooltips defaultproperties { begin object name=ExitButton class=FButton // Position at the end of "MainMenu" RelativePosition=(X=1.0,Y=1.0) // Without these the button would begin at X=1 and Y=1 but with those it will end at X=1 and Y=1 instead. VerticalDock=VD_Bottom HorizontalDock=HD_Right // The button text, you can set this optionally to Text="@UDKGameUI.Generic.Exit" // - which means the button's text will be whatever Exit is set to in UDKGameUI.ini Text="Exit" begin object name=ExitToolTip class=FToolTip Text="Do you want to exit the game?" // or if you want it to be localized, this can be done for any other FLabel as well! //Text="@LOCALIZATION_INI_NAME.SECTION.KEY_NAME" end object end object Components.Add(ExitButton) } Other controls FGroupBox - A container with a title and box border similar to the GroupBoxs on Windows FStepBox - A component with one FLabel and two FButtons, where the FLabel is the chosen value, and the two buttons allow you to step through a list of values i.e a left arrow and a right arrow. FBindingBox - A component that can bind automaticaly to key bindings. The user can choose a primary and secondary key to assing for a specified console command. FTextBox - A component allowing the user to type in, such as a name. FTabControl and
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