Torque 3D - Script Manual: GuiControl Class Reference

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GuiControl Class Reference
[Core Controls]

Base class for all Gui control objects. More...

Inheritance diagram for GuiControl:

List of all members.

Public Member Functions

void addGuiControl (GuiControl control)
 Add the given control as a child to this control.
void clearFirstResponder (bool ignored=false)
 Clear this control from being the first responder in its hierarchy chain.
bool controlIsChild (GuiControl control)
 Test whether the given control is a direct or indirect child to this control.
GuiControl findHitControl (int x, int y)
 Find the topmost child control located at the given coordinates.
string findHitControls (int x, int y, int width, int height)
 Find all visible child controls that intersect with the given rectangle.
float getAspect ()
 Get the aspect ratio of the control's extents.
Point2I getCenter ()
 Get the coordinate of the control's center point relative to its parent.
Point2I getExtent ()
 Get the width and height of the control.
GuiControl getFirstResponder ()
 Get the first responder set on this GuiControl tree.
Point2I getGlobalCenter ()
 Get the coordinate of the control's center point in coordinates relative to the root control in its control hierarchy.
Point2I getGlobalPosition ()
 Get the position of the control relative to the root of the GuiControl hierarchy it is contained in.
Point2I getMinExtent ()
 Get the minimum allowed size of the control.
GuiControl getParent ()
 Get the immediate parent control of the control.
Point2I getPosition ()
 Get the control's current position relative to its parent.
GuiCanvas getRoot ()
 Get the canvas on which the control is placed.
bool isAwake ()
 Test whether the control is currently awake.
bool isFirstResponder ()
 Test whether the control is the current first responder.
bool isMouseLocked ()
 Indicates if the mouse is locked in this control.
bool isVisible ()
 Test whether the control is currently set to be visible.
void makeFirstResponder (bool isFirst)
bool pointInControl (int x, int y)
 Test whether the given point lies within the rectangle of the control.
void resize (int x, int y, int width, int height)
 Resize and reposition the control using the give coordinates and dimensions. Child controls will resize according to their layout behaviors.
void setActive (bool state=true)
void setCenter (int x, int y)
 Set the control's position by its center point.
void setExtent (S32 width, S32 height)
 Resize the control to the given dimensions.
void setExtent (Point2I p)
 Resize the control to the given dimensions.
void setFirstResponder ()
 Make this control the current first responder.
void setPosition (int x, int y)
 Position the control in the local space of the parent control.
void setPositionGlobal (int x, int y)
 Set position of the control relative to the root of the GuiControl hierarchy it is contained in.
void setProfile (GuiControlProfile profile)
 Set the control profile for the control to use.
void setValue (string value)
 Set the value associated with the control.
void setVisible (bool state=true)
 Set whether the control is visible or not.
Callbacks

void onAction ()
 Called when the control's associated action is triggered and no 'command' is defined for the control.
void onActive (bool state)
 Called when the control changes its activeness state, i.e. when going from active to inactive or vice versa.
void onAdd ()
 Called when the control object is registered with the system after the control has been created.
void onControlDragEnter (GuiControl control, Point2I dropPoint)
 Called when a drag&drop operation through GuiDragAndDropControl has entered the control. This is only called for topmost visible controls as the GuiDragAndDropControl moves over them.
void onControlDragExit (GuiControl control, Point2I dropPoint)
 Called when a drag&drop operation through GuiDragAndDropControl has exited the control and moved over a different control. This is only called for topmost visible controls as the GuiDragAndDropControl moves off of them.
void onControlDragged (GuiControl control, Point2I dropPoint)
 Called when a drag&drop operation through GuiDragAndDropControl is moving across the control after it has entered it. This is only called for topmost visible controls as the GuiDragAndDropControl moves across them.
void onControlDropped (GuiControl control, Point2I dropPoint)
 Called when a drag&drop operation through GuiDragAndDropControl has completed and is dropping its payload onto the control. This is only called for topmost visible controls as the GuiDragAndDropControl drops its payload on them.
void onDialogPop ()
 Called when the control is removed as a dialog from the canvas.
void onDialogPush ()
 Called when the control is pushed as a dialog onto the canvas.
void onGainFirstResponder ()
 Called when the control gains first responder status on the GuiCanvas.
void onLoseFirstResponder ()
 Called when the control loses first responder status on the GuiCanvas.
void onRemove ()
 Called when the control object is removed from the system before it is deleted.
void onSleep ()
 Called when the control is put to sleep.
void onVisible (bool state)
 Called when the control changes its visibility state, i.e. when going from visible to invisible or vice versa.
void onWake ()
 Called when the control is woken up.

Public Attributes

string getValue
bool isActive
Control

string accelerator
 Key combination that triggers the control's primary action when the control is on the canvas.
bool active
 Whether the control is enabled for user interaction.
string altCommand
 Command to execute on the secondary action of the control.
string command
 Command to execute on the primary action of the control.
deprecated modal
GuiControlProfile profile
 The control profile that determines fill styles, font settings, etc.
deprecated setFirstResponder
string variable
 Name of the variable to which the value of this control will be synchronized.
bool visible
 Whether the control is visible or hidden.
Layout

Point2I extent
 The width and height of the control.
GuiHorizontalSizing horizSizing
 The horizontal resizing behavior.
Point2I minExtent
 The minimum width and height of the control. The control will not be resized smaller than this.
Point2I position
 The position relative to the parent control.
GuiVerticalSizing vertSizing
 The vertical resizing behavior.
ToolTip

int hovertime
 Time for mouse to hover over control until tooltip is shown (in milliseconds).
string tooltip
 String to show in tooltip for this control.
GuiControlProfile tooltipProfile
 Control profile to use when rendering tooltips for this control.
Editing

bool isContainer
 If true, the control may contain child controls.
Localization

string langTableMod
 Name of string table to use for lookup of internationalized text.

Detailed Description

Base class for all Gui control objects.

GuiControl is the basis for the Gui system. It represents an individual control that can be placed on the canvas and with which the mouse and keyboard can potentially interact with.

Control Hierarchies

GuiControls are arranged in a hierarchy. All children of a control are placed in their parent's coordinate space, i.e. their coordinates are relative to the upper left corner of their immediate parent. When a control is moved, all its child controls are moved along with it.

Since GuiControl's are SimGroups, hierarchy also implies ownership. This means that if a control is destroyed, all its children are destroyed along with it. It also means that a given control can only be part of a single GuiControl hierarchy. When adding a control to another control, it will automatically be reparented from another control it may have previously been parented to.

Layout System

GuiControls have a two-dimensional position and are rectangular in shape.

Event System

Control Profiles

Common data accessed by GuiControls is stored in so-called "Control Profiles." This includes font, color, and texture information. By pooling this data in shared objects, the appearance of any number of controls can be changed quickly and easily by modifying only the shared profile object.

If not explicitly assigned a profile, a control will by default look for a profile object that matches its class name. This means that the class GuiMyCtrl, for example, will look for a profile called 'GuiMyProfile'. If this profile cannot be found, the control will fall back to GuiDefaultProfile which must be defined in any case for the Gui system to work.

In addition to its primary profile, a control may be assigned a second profile called 'tooltipProfile' that will be used to render tooltip popups for the control.

Triggered Actions

First Responders

At any time, a single control can be what is called the "first responder" on the GuiCanvas is placed on. This control will be the first control to receive keyboard events not bound in the global ActionMap. If the first responder choses to handle a particular keyboard event,

Waking and Sleeping

Visibility and Activeness

By default, a GuiControl is active which means that it

See also:
GuiCanvas
GuiControlProfile

Member Function Documentation

void GuiControl::addGuiControl ( GuiControl  control  ) 

Add the given control as a child to this control.

This is synonymous to calling SimGroup::addObject.

Parameters:
control The control to add as a child.
Note:
The control will retain its current position and size.
See also:
SimGroup::addObject Control Hierarchies
void GuiControl::clearFirstResponder ( bool  ignored = false  ) 

Clear this control from being the first responder in its hierarchy chain.

Parameters:
ignored Ignored. Supported for backwards-compatibility.
bool GuiControl::controlIsChild ( GuiControl  control  ) 

Test whether the given control is a direct or indirect child to this control.

Parameters:
control The potential child control.
Returns:
True if the given control is a direct or indirect child to this control.
GuiControl GuiControl::findHitControl ( int  x,
int  y 
)

Find the topmost child control located at the given coordinates.

Note:
Only children that are both visible and have the 'modal' flag set in their profile will be considered in the search.
Parameters:
x The X coordinate in the control's own coordinate space.
y The Y coordinate in the control's own coordinate space.
Returns:
The topmost child control at the given coordintes or the control on which the method was called if no matching child could be found.
See also:
GuiControlProfile::modal
findHitControls
string GuiControl::findHitControls ( int  x,
int  y,
int  width,
int  height 
)

Find all visible child controls that intersect with the given rectangle.

Note:
Invisible child controls will not be included in the search.
Parameters:
x The X coordinate of the rectangle's upper left corner in the control's own coordinate space.
y The Y coordinate of the rectangle's upper left corner in the control's own coordinate space.
width The width of the search rectangle in pixels.
height The height of the search rectangle in pixels.
Returns:
A space-separated list of the IDs of all visible control objects intersecting the given rectangle.
Example:
// Lock all controls in the rectangle at x=10 and y=10 and the extent width=100 and height=100.
foreach$( %ctrl in %this.findHitControls( 10, 10, 100, 100 ) )
   %ctrl.setLocked( true );
See also:
findHitControl
float GuiControl::getAspect (  ) 

Get the aspect ratio of the control's extents.

Returns:
The width of the control divided by its height.
See also:
getExtent
Point2I GuiControl::getCenter (  ) 

Get the coordinate of the control's center point relative to its parent.

Returns:
The coordinate of the control's center point in parent-relative coordinates.
Point2I GuiControl::getExtent (  ) 

Get the width and height of the control.

Returns:
A point structure containing the width of the control in x and the height in y.

Reimplemented in GuiCanvas.

GuiControl GuiControl::getFirstResponder (  ) 

Get the first responder set on this GuiControl tree.

Returns:
The first responder set on the control's subtree.
See also:
isFirstResponder
makeFirstResponder
setFirstResponder First Responders
Point2I GuiControl::getGlobalCenter (  ) 

Get the coordinate of the control's center point in coordinates relative to the root control in its control hierarchy.

the center coordinate of the control in root-relative coordinates.

Point2I GuiControl::getGlobalPosition (  ) 

Get the position of the control relative to the root of the GuiControl hierarchy it is contained in.

Returns:
The control's current position in root-relative coordinates.
Point2I GuiControl::getMinExtent (  ) 

Get the minimum allowed size of the control.

Returns:
The minimum size to which the control can be shrunk.
See also:
minExtent
GuiControl GuiControl::getParent (  ) 

Get the immediate parent control of the control.

Returns:
The immediate parent GuiControl or 0 if the control is not parented to a GuiControl.
Point2I GuiControl::getPosition (  ) 

Get the control's current position relative to its parent.

Returns:
The coordinate of the control in its parent's coordinate space.
GuiCanvas GuiControl::getRoot (  ) 

Get the canvas on which the control is placed.

Returns:
The canvas on which the control's hierarchy is currently placed or 0 if the control is not currently placed on a GuiCanvas.
See also:
GuiControl_Hierarchy
bool GuiControl::isAwake (  ) 

Test whether the control is currently awake.

If a control is awake it means that it is part of the GuiControl hierarchy of a GuiCanvas.

Returns:
True if the control is awake.Waking and Sleeping
bool GuiControl::isFirstResponder (  ) 

Test whether the control is the current first responder.

Returns:
True if the control is the current first responder.
See also:
makeFirstResponder
setFirstResponder First Responders
bool GuiControl::isMouseLocked (  ) 

Indicates if the mouse is locked in this control.

Returns:
True if the mouse is currently locked.
bool GuiControl::isVisible (  ) 

Test whether the control is currently set to be visible.

Returns:
True if the control is currently set to be visible.
Note:
This method does not tell anything about whether the control is actually visible to the user at the moment.

Visibility and Activeness

void GuiControl::makeFirstResponder ( bool  isFirst  ) 
void GuiControl::onAction (  ) 

Called when the control's associated action is triggered and no 'command' is defined for the control.

Triggered Actions

void GuiControl::onActive ( bool  state  ) 

Called when the control changes its activeness state, i.e. when going from active to inactive or vice versa.

Parameters:
stat The new activeness state.
See also:
isActive
setActive Visibility and Activeness
void GuiControl::onAdd (  ) 

Called when the control object is registered with the system after the control has been created.

void GuiControl::onControlDragEnter ( GuiControl  control,
Point2I  dropPoint 
)

Called when a drag&drop operation through GuiDragAndDropControl has entered the control. This is only called for topmost visible controls as the GuiDragAndDropControl moves over them.

Parameters:
control The payload of the drag operation.
dropPoint The point at which the payload would be dropped if it were released now. Relative to the canvas.
void GuiControl::onControlDragExit ( GuiControl  control,
Point2I  dropPoint 
)

Called when a drag&drop operation through GuiDragAndDropControl has exited the control and moved over a different control. This is only called for topmost visible controls as the GuiDragAndDropControl moves off of them.

Parameters:
control The payload of the drag operation.
dropPoint The point at which the payload would be dropped if it were released now. Relative to the canvas.
void GuiControl::onControlDragged ( GuiControl  control,
Point2I  dropPoint 
)

Called when a drag&drop operation through GuiDragAndDropControl is moving across the control after it has entered it. This is only called for topmost visible controls as the GuiDragAndDropControl moves across them.

Parameters:
control The payload of the drag operation.
dropPoint The point at which the payload would be dropped if it were released now. Relative to the canvas.
void GuiControl::onControlDropped ( GuiControl  control,
Point2I  dropPoint 
)

Called when a drag&drop operation through GuiDragAndDropControl has completed and is dropping its payload onto the control. This is only called for topmost visible controls as the GuiDragAndDropControl drops its payload on them.

Parameters:
control The control that is being dropped onto this control.
dropPoint The point at which the control is being dropped. Relative to the canvas.
void GuiControl::onDialogPop (  ) 

Called when the control is removed as a dialog from the canvas.

See also:
GuiCanvas::popDialog
void GuiControl::onDialogPush (  ) 

Called when the control is pushed as a dialog onto the canvas.

See also:
GuiCanvas::pushDialog
void GuiControl::onGainFirstResponder (  ) 

Called when the control gains first responder status on the GuiCanvas.

See also:
setFirstResponder
makeFirstResponder
isFirstResponder First Responders
void GuiControl::onLoseFirstResponder (  ) 

Called when the control loses first responder status on the GuiCanvas.

See also:
setFirstResponder
makeFirstResponder
isFirstResponder First Responders
void GuiControl::onRemove (  ) 

Called when the control object is removed from the system before it is deleted.

void GuiControl::onSleep (  ) 

Called when the control is put to sleep.

Waking and Sleeping

void GuiControl::onVisible ( bool  state  ) 

Called when the control changes its visibility state, i.e. when going from visible to invisible or vice versa.

Parameters:
state The new visibility state.
See also:
isVisible
setVisible Visibility and Activeness
void GuiControl::onWake (  ) 

Called when the control is woken up.

Waking and Sleeping

bool GuiControl::pointInControl ( int  x,
int  y 
)

Test whether the given point lies within the rectangle of the control.

Parameters:
x X coordinate of the point in parent-relative coordinates.
y Y coordinate of the point in parent-relative coordinates.
Returns:
True if the point is within the control, false if not.
See also:
getExtent
getPosition
void GuiControl::resize ( int  x,
int  y,
int  width,
int  height 
)

Resize and reposition the control using the give coordinates and dimensions. Child controls will resize according to their layout behaviors.

Parameters:
x The new X coordinate of the control in its parent's coordinate space.
y The new Y coordinate of the control in its parent's coordinate space.
width The new width to which the control should be resized.
height The new height to which the control should be resized.
void GuiControl::setActive ( bool  state = true  ) 
void GuiControl::setCenter ( int  x,
int  y 
)

Set the control's position by its center point.

Parameters:
x The X coordinate of the new center point of the control relative to the control's parent.
y The Y coordinate of the new center point of the control relative to the control's parent.
void GuiControl::setExtent ( S32  width,
S32  height 
)

Resize the control to the given dimensions.

Child controls will resize according to their layout settings.

Parameters:
width The new width of the control in pixels.
height The new height of the control in pixels.
void GuiControl::setExtent ( Point2I  p  ) 

Resize the control to the given dimensions.

Child controls with resize according to their layout settings.

Parameters:
p The new ( width, height ) extents of the control.

Make this control the current first responder.

Note:
Only controls with a profile that has canKeyFocus enabled are able to become first responders.
See also:
GuiControlProfile::canKeyFocus
isFirstResponder First Responders
void GuiControl::setPosition ( int  x,
int  y 
)

Position the control in the local space of the parent control.

Parameters:
x The new X coordinate of the control relative to its parent's upper left corner.
y The new Y coordinate of the control relative to its parent's upper left corner.
void GuiControl::setPositionGlobal ( int  x,
int  y 
)

Set position of the control relative to the root of the GuiControl hierarchy it is contained in.

Parameters:
x The new X coordinate of the control relative to the root's upper left corner.
y The new Y coordinate of the control relative to the root's upper left corner.
void GuiControl::setProfile ( GuiControlProfile  profile  ) 

Set the control profile for the control to use.

The profile used by a control determines a great part of its behavior and appearance.

Parameters:
profile The new profile the control should use. Control Profiles
void GuiControl::setValue ( string  value  ) 

Set the value associated with the control.

Parameters:
value The new value for the control.
void GuiControl::setVisible ( bool  state = true  ) 

Set whether the control is visible or not.

Parameters:
state The new visiblity flag state for the control. Visibility and Activeness

Member Data Documentation

Key combination that triggers the control's primary action when the control is on the canvas.

Whether the control is enabled for user interaction.

Command to execute on the secondary action of the control.

Note:
Within this script snippet, the control on which the altCommand is being executed is bound to the global variable $ThisControl.

Command to execute on the primary action of the control.

Note:
Within this script snippet, the control on which the command is being executed is bound to the global variable $ThisControl.

The width and height of the control.

The horizontal resizing behavior.

Time for mouse to hover over control until tooltip is shown (in milliseconds).

If true, the control may contain child controls.

Name of string table to use for lookup of internationalized text.

The minimum width and height of the control. The control will not be resized smaller than this.

deprecated GuiControl::modal

The position relative to the parent control.

The control profile that determines fill styles, font settings, etc.

String to show in tooltip for this control.

Control profile to use when rendering tooltips for this control.

Name of the variable to which the value of this control will be synchronized.

The vertical resizing behavior.

Whether the control is visible or hidden.



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