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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
How to populate a list from an ini file
Overview
Populating a scrolling list, drop down, etc. in ActionScript is quite easy. Assuming you have a drop down menu with the instance name "dropDownList", simply use the 'dataProvider' property to fill that list:
dropDownList.dataProvider = ["row1", "row2", "row3", "row4", "row5", "row6", "row7", "row8"];
The INI file
We'll populate our list via a UDK config file, specifically DefaultUI.ini. Open that file, and add this to the bottom. (NOTE: This assumes the class containing your drop down list is called SFMenuTutorial):
[UTGame.SFMenuTutorial] +ListOptions=(OptionName="Option 1",OptionLabel="Cool",OptionDesc="Something cool.") +ListOptions=(OptionName="Option 2",OptionLabel="Awesome",OptionDesc="Something awesome.") +ListOptions=(OptionName="Option 3",OptionLabel="Amazing",OptionDesc="Something amazing.")
Unrealscript
Now, in your UnrealScript file that contains the dropdown scrolling list (mine is called SFMenuTutorial), be sure to include the UI file in the configuration declaration. This is basically the name of the configuration file minus the "Default" part. In the case of "DefaultUI.ini", use just "UI" like so:
class SFMenuTutorial extends GFxMoviePlayer config(UI);
/** The drop down menu */ var GFxClikWidget DropDown; /** Structure which defines each option in the list. */ struct Option { var string OptionName; var string OptionLabel; // This will be displayed in the list. var string OptionDesc; };
/** Aray of all list options, defined in DefaultUI.ini */ var config array<Option> ListOptions;
event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget) { switch(WidgetName) { case ('dropDownList'): DropDown = GFxClikWidget(Widget); SetUpDataProvider(DropDown); break; default: break; } return true; }
function SetUpDataProvider(GFxClikWidget Widget) { local byte i; local GFxObject DataProvider; local GFxObject TempObj; DataProvider = CreateArray(); switch(Widget) { case(DropDown): for (i = 0; i < ListOptions.Length; i++) { TempObj = CreateObject("Object"); TempObj.SetString("name", ListOptions[i].OptionName); TempObj.SetString("label", ListOptions[i].OptionLabel); // this will be displayed in the list TempObj.SetString("desc", ListOptions[i].OptionDesc); DataProvider.SetElementObject(i, TempObj); } } Widget.SetObject("dataProvider", DataProvider); }
defaultproperties { WidgetBindings.Add((WidgetName="dropDownList",WidgetClass=class'GFxClikWidget')) }
Addendum
With a drop down list, the number of rows displayed varies automatically. So if you have less than 5 rows of options, say 3, the list only displays 3 rows. At most, it will display 5, which is hard coded into the class 'DropdownMenu.as', but this value can be changed. As for a ScrollingList, you must specify the rowCount manually in UnrealScript, like so:
MyScrollingList.SetFloat("rowCount",ListOptions.Length);