GuiControlProfile
Engine/source/gui/core/guiTypes.h
A GuiControlProfile is used by every GuiObject and is akin to a datablock.
Public Types
_Anonymous_ { BaseColor = 0 ColorHL ColorNA ColorSEL ColorUser0 ColorUser1 ColorUser2 ColorUser3 ColorUser4 ColorUser5 }
AlignmentType { LeftJustify RightJustify CenterJustify TopJustify BottomJustify }
Private Types
Parent
Public Static Attributes
Directory where Torque will store font *.uft files.
Public Attributes
Horizontal text alignment.
bool
Auto-size the height-bounds of the control to fit it's contents.
bool
Auto-size the width-bounds of the control to fit it's contents.
Used for the high-light part of the bevel.
Used for the low-light part of the bevel.
Used for controls which use an array of bitmaps such as checkboxes.
Bitmap file name for the bitmap of the control.
For most controls, if mBorder is > 0 a border will be drawn, some controls use this to draw different types of borders however.
Border color, used to draw a border around the bounds if border is enabled.
Used instead of mBorderColor when the object is highlighted.
Used instead of mBorderColor when the object is not active or disabled.
Border thickness.
bool
True if the object can be given keyboard focus (in other words, made a first responder.
The name of the profile to use for the children controls.
Color for the blinking cursor in text fields (for example)
Fill color, this is used to fill the bounds of the control if it is opaque.
This is used instead of mFillColor if the object has an error or is invalid.
This is used instead of mFillColor if the object is highlighted.
This is used instead of mFillColor if the object is not active or disabled.
This is used instead of mFillColor if the object is selected.
Font character set.
ColorI &
Main font color.
ColorI &
Highlighted font color.
ColorI &
Font color when object is not active/disabled.
mFontColors [10]
Array of font colors used for drawText with escape characters for changing color mid-string.
ColorI &
Font color when object/text is selected.
Font face name for the control.
Number of controls in woken state using this profile; resources for the profile are loaded when this is >0.
bool
True if this is a Modeless dialog meaning it will pass input through instead of taking it all.
bool
True if this object should be "selected" while the mouse is over it.
bool
For text controls, true if this should only accept numerical data.
bool
True if this object is not translucent, and should draw a fill.
bool
Used in GuiTextEditCtrl to specify if a tab-event should be simulated when return is pressed.
Sound played when the object is "down" ie a button is pushed.
Sound played when the mouse is over the object.
bool
True if this object is accessible from using the tab key.
Text offset for the control.
bool
Flag to use the bitmap array or to fallback to non-array rendering.
Protected Attributes
Profile used with children controls (such as the scroll bar on a popup menu) when defined.
Public Functions
This method creates an array of bitmaps from one single bitmap with separator color.
This method returns the ith bitmap array rect, first ensuring that i is a valid index into mBitmapArrayRects.
Returns our children profile (and finds the profile if it hasn't been set yet)
bool
isInUse()
bool
loadFont()
bool
onAdd()
Called when the object is added to the sim.
onDeleteNotify(SimObject * object)
Called when mProfileForChildren is deleted.
onStaticModified(const char * slotName, const char * newValue)
Specifically, these are called by setDataField when a static or dynamic field is modified, see the console details.
setBitmapHandle(GFXTexHandle handle)
setChildrenProfile(GuiControlProfile * prof)
Sets the children profile for this profile.
Protected Static Functions
const char *
protectedGetSoundButtonDown(void * object, const char * data)
const char *
protectedGetSoundButtonOver(void * object, const char * data)
bool
protectedSetBitmap(void * object, const char * index, const char * data)
bool
protectedSetSoundButtonDown(void * object, const char * index, const char * data)
bool
protectedSetSoundButtonOver(void * object, const char * index, const char * data)
Public Static Functions
Detailed Description
A GuiControlProfile is used by every GuiObject and is akin to a datablock.
It is used to control information that does not change or is unlikely to change during execution of a program. It is also a level of abstraction between script and GUI control so that you can use the same control, say a button, and have it look completely different just with a different profile.
Public Types
@102
Enumerator
- BaseColor = 0
- ColorHL
- ColorNA
- ColorSEL
- ColorUser0
- ColorUser1
- ColorUser2
- ColorUser3
- ColorUser4
- ColorUser5
AlignmentType
Enumerator
- LeftJustify
- RightJustify
- CenterJustify
- TopJustify
- BottomJustify
Private Types
typedef SimObject Parent
Public Static Attributes
StringTableEntry sFontCacheDirectory
Directory where Torque will store font *.uft files.
Public Attributes
AlignmentType mAlignment
Horizontal text alignment.
bool mAutoSizeHeight
Auto-size the height-bounds of the control to fit it's contents.
bool mAutoSizeWidth
Auto-size the width-bounds of the control to fit it's contents.
ColorI mBevelColorHL
Used for the high-light part of the bevel.
ColorI mBevelColorLL
Used for the low-light part of the bevel.
Vector< RectI > mBitmapArrayRects
Used for controls which use an array of bitmaps such as checkboxes.
StringTableEntry mBitmapName
Bitmap file name for the bitmap of the control.
S32 mBorder
For most controls, if mBorder is > 0 a border will be drawn, some controls use this to draw different types of borders however.
guiDefaultControlRender.cc
ColorI mBorderColor
Border color, used to draw a border around the bounds if border is enabled.
ColorI mBorderColorHL
Used instead of mBorderColor when the object is highlighted.
ColorI mBorderColorNA
Used instead of mBorderColor when the object is not active or disabled.
S32 mBorderThickness
Border thickness.
bool mCanKeyFocus
True if the object can be given keyboard focus (in other words, made a first responder.
String mCategory
Category name for editing in the Gui Editor.
StringTableEntry mChildrenProfileName
The name of the profile to use for the children controls.
ColorI mCursorColor
Color for the blinking cursor in text fields (for example)
ColorI mFillColor
Fill color, this is used to fill the bounds of the control if it is opaque.
ColorI mFillColorERR
This is used instead of mFillColor if the object has an error or is invalid.
ColorI mFillColorHL
This is used instead of mFillColor if the object is highlighted.
ColorI mFillColorNA
This is used instead of mFillColor if the object is not active or disabled.
ColorI mFillColorSEL
This is used instead of mFillColor if the object is selected.
Resource< GFont > mFont
Font resource.
FontCharset mFontCharset
Font character set.
ColorI & mFontColor
Main font color.
ColorI & mFontColorHL
Highlighted font color.
ColorI & mFontColorNA
Font color when object is not active/disabled.
ColorI mFontColors [10]
Array of font colors used for drawText with escape characters for changing color mid-string.
ColorI & mFontColorSEL
Font color when object/text is selected.
S32 mFontSize
Font size for the control.
StringTableEntry mFontType
Font face name for the control.
U32 mLoadCount
Number of controls in woken state using this profile; resources for the profile are loaded when this is >0.
bool mModal
True if this is a Modeless dialog meaning it will pass input through instead of taking it all.
bool mMouseOverSelected
True if this object should be "selected" while the mouse is over it.
bool mNumbersOnly
For text controls, true if this should only accept numerical data.
bool mOpaque
True if this object is not translucent, and should draw a fill.
bool mReturnTab
Used in GuiTextEditCtrl to specify if a tab-event should be simulated when return is pressed.
SimObjectPtr< SFXTrack > mSoundButtonDown
Sound played when the object is "down" ie a button is pushed.
SimObjectPtr< SFXTrack > mSoundButtonOver
Sound played when the mouse is over the object.
bool mTabable
True if this object is accessible from using the tab key.
Point2I mTextOffset
Text offset for the control.
GFXTexHandle mTextureObject
bool mUseBitmapArray
Flag to use the bitmap array or to fallback to non-array rendering.
U32 mUseCount
Total number of controls currently referencing this profile.
Protected Attributes
GuiControlProfile * mChildrenProfile
Profile used with children controls (such as the scroll bar on a popup menu) when defined.
Public Functions
GuiControlProfile()
~GuiControlProfile()
constructBitmapArray()
This method creates an array of bitmaps from one single bitmap with separator color.
The separator color is whatever color is in pixel 0,0 of the bitmap. For an example see darkWindow.png and some of the other UI textures. It returns the number of bitmaps in the array it created It also stores the sizes in the mBitmapArrayRects vector.
DECLARE_CONOBJECT(GuiControlProfile )
decLoadCount()
decUseCount()
getBitmapArrayRect(U32 i)
This method returns the ith bitmap array rect, first ensuring that i is a valid index into mBitmapArrayRects.
If the vector is empty, we call constructBitmapArray() automatically. If it is still empty, we return a zeroed RectI.
getChildrenProfile()
Returns our children profile (and finds the profile if it hasn't been set yet)
incLoadCount()
incUseCount()
isInUse()
loadFont()
onAdd()
Reimplemented from: SimObject
onDeleteNotify(SimObject * object)
Reimplemented from: SimObject
onStaticModified(const char * slotName, const char * newValue)
Reimplemented from: SimObject
setBitmapHandle(GFXTexHandle handle)
setChildrenProfile(GuiControlProfile * prof)
Sets the children profile for this profile.
Parameters:prof | Tooltip profile to apply |
Protected Static Functions
protectedGetSoundButtonDown(void * object, const char * data)
protectedGetSoundButtonOver(void * object, const char * data)
protectedSetBitmap(void * object, const char * index, const char * data)
protectedSetSoundButtonDown(void * object, const char * index, const char * data)
protectedSetSoundButtonOver(void * object, const char * index, const char * data)