GUI/Profiles/ControlList
From TDN
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This is a list of the GUI control elements that come with the Torque Game Engine. There are a lot of GUI elements, and not all are very clear as to their purpose. Included are descriptions of what they are typically used for, any relevant references (usually to appropriate TGE Documentation pages), and, when possible, links to examples (such as forum threads or resources) that demonstrate their usage. Obviously this is a work in progress, so please feel free to contribute. In the future, perhaps we can also include some user-contributed GUI elements as well (such as from resources). Enjoy. |
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[edit] DbgFileView
Reference: None Usage Example: None |
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[edit] DebugView
Reference: [Documentation] Usage Example: None |
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[edit] EditManager
Reference: [Documentation] Usage Example: None |
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[edit] EditTSCtrl
Reference: [Documentation] Usage Example: Commander Map Resource - not the best example but helps show its use. |
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[edit] GameTSCtrl
Reference: Documentation Usage Example: |
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[edit] GuiArrayCtrl
Reference: Usage Example: See Also: Resource GuiArray2Ctrl |
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[edit] GuiAviBitmapCtrl
Reference: Usage Example: |
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[edit] GuiBackgroundCtrl
Reference: Usage Example: |
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[edit] GuiBitmapBorderCtrl
Reference: Usage Example: |
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[edit] GuiBitmapButtonCtrl
Reference: Usage Example: |
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[edit] GuiBitmapButtonTextCtrl
Reference: Usage Example: |
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[edit] GuiBitmapCtrl
Reference: Usage Example: ??? |
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[edit] GuiBorderButtonCtrl
Reference: Usage Example: |
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[edit] GuiBubbleTextCtrl
Reference: Usage Example: |
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[edit] GuiButtonBaseCtrl
Reference: Usage Example: |
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[edit] GuiButtonCtrl
Reference: Usage Example: |
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[edit] GuiCanvas
Reference: Usage Example: |
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[edit] GuiCheckBoxCtrl
Reference: Usage Example: |
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[edit] GuiChunkedBitmapCtrl
Reference: Usage Example: |
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[edit] GuiClockHud
Reference: Usage Example: |
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[edit] GuiColorPickerCtrl
The color the box represents is stored as mBaseColor (for pPallet, pBlendColorRange), whilst the color chosen by the box is stored as mPickColor. Whenever the control is clicked, it will do one of many things: 1) If its in pPallet mode, execute the regular "command" 2) If its in pBlendColorRange mode, update the selector position. The position will be re-read upon the next render. In addition, a cross will be drawn where the color has been selected from. As with (1), "command" will be executed. 3) If its in pHorizColorRange or pVertColorRange mode, it will function in a similar manner to (2), but the selector will resemble a horizontal or vertical bar. 4) If its in pHorizAlphaRange or pVertAlphaRange mode, it will also function the same way as (3) 5) If its in pDropperBackground mode, nothing will happen. Colors are drawn in different ways according to mDisplayMode: 1) With pPallet, a box with a blank color, mBaseColor is drawn. 2) With pHorizColorRange, a horizontal box with colors blending in the range mColorRange. 3) With pVertColorRange, a vertical box with colors blending in the range mColorRange. 4) With pBlendColorRange, a box, the bottom colors being black, but the top left being white, and the top right being mBaseColor. 5) With pHorizAlphaRange, a horizontal box with black blending with an alpha from 0 to 255. 6) With pVertAlphaRange, a vertical box with black blending with an apha from 0 to 255. 7) With pDropperBackground, nothing is drawn Reference: Usage Example: |
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[edit] GuiConsole
Reference: Documentation Usage Example: |
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[edit] GuiConsoleEditCtrl
Reference: Usage Example: |
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{{{1}}} |
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[edit] GuiControl
Reference: Usage Example: |
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[edit] GuiControlArrayControl
Reference: Usage Example: |
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[edit] GuiControlListPopUp
Reference: Usage Example: |
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[edit] GuiCrossHairHud
Reference: Usage Example: |
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[edit] GuiDirectoryFileListCtrl
Reference: Usage Example: |
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[edit] GuiDirectoryTreeCtrl
Reference: Usage Example: |
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[edit] GuiEditCtrl
Reference: Usage Example: |
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[edit] GuiEditorRuler
Reference: Usage Example: |
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[edit] GuiEffectCanvas
Reference: Usage Example: |
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[edit] GuiFadeinBitmapCtrl
Reference: Usage Example: |
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[edit] GuiFilterCtrl
Reference: Usage Example: |
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{{{1}}} |
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[edit] GuiHealthBarHud
Reference: Usage Example: |
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[edit] GuiInputCtrl
Reference: Usage Example: |
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[edit] GuiInspector
Reference: Usage Example: |
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[edit] GuiInspectorDatablockField
Reference: Usage Example: |
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[edit] GuiInspectorDynamicField
Reference: Usage Example: |
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[edit] GuiInspectorField
Reference: Usage Example: |
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[edit] GuiInspectorGroup
Reference: Usage Example: |
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[edit] GuiInspectorTypeCheckBox
Reference: Usage Example: |
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[edit] GuiInspectorTypeColor
Reference: Usage Example: |
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[edit] GuiInspectorTypeColorF
Reference: Usage Example: |
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[edit] GuiInspectorTypeColorI
Reference: Usage Example: |
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[edit] GuiInspectorTypeEnum
Reference: Usage Example: |
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[edit] GuiInspectorTypeFileName
Reference: Usage Example: |
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[edit] GuiInspectorTypeGuiProfile
Reference: Usage Example: |
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[edit] GuiMenuBar
Reference: Usage Example: |
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[edit] GuiMessageVectorCtrl
Reference: see GuiMessageVectorCtrl.h/.cc and MessageVector.h/.cc in the TGE engine. Usage Example: In starter.fps, the ChatHud is a GuiMessageVectorCtrl. It has the HudMessageVector attached to it. The GuiMessageVectorCtrl is created in chatHud.gui, the MessageVector is created in chatHud.cs, and they are attached in playGui.cs. |
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[edit] GuiMLTextCtrl
<font:fontName:fontSize> - sets the font and fontsize as indicated. Example: <font:Arial Bold:20> <tag:4> - allows a scroll ctrl to scroll to the position of this tag in the mlTextCtrl <color:rrggbb> - sets text color in hex format. Example: <color:ff0000> will display red text <bitmap:filePath> - displays a bitmap image indicated by the file path. Example: <bitmap:demo/client/ui/seperator> <spush> - saves the current text formatting so that temporary changes to formatting can be made. Used with spop. <spop> - restores the previously saved text formatting. Used with spush. See the file "3. Gui Editor.hlf" included with the TGE demo for an example of usage. <sbreak> - section break? <strikethrough> - renders text as strikethrough. ([resource required]) <b> - renders text as bold. ([resource required]) <just:left> - left justify <just:right> - right justify <just:center> - center justify <a:ExternalURL>LinkTitle</a> - inserts a hyperlink into the text which will open the user's browser. The external URL does not need the "http://" format. Example: <a:www.garagegames.com>Garage Games Website</a> When the user clicks on the hyperlink text, GuiMLTextCtrl::onUrl(%this, %text) function is called. Your implementation can do whatever you want, including but not limited to opening the user's browser and navigating to the url. <lmargin: ##> - sets the left margin <lmargin%: ##> - sets the left margin (not sure what the % does) <rmargin: ##> - sets the right margin <rmargin%: ##> - sets the right margin (not sure what the % does) <clip:> - not sure what this does <div:> - not sure what this does <tab:##(,##,etc)> - sets the tab stops (multiple tabs are separated by commas) Reference: These were extracted from guiMLTextCtrl.cc. A couple of threads have mentioned these as well. Usage Example: See the files that end with .hlf that come with the TGE fps demo for examples. |
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[edit] GuiMLTextEditCtrl
Reference: Usage Example: |
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[edit] GuiMouseEventCtrl
Reference: Usage Example: |
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[edit] GuiNoMouseCtrl
Reference: Usage Example: |
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[edit] GuiPaneControl
Reference: Usage Example: |
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[edit] GuiPlayerView
Reference: Usage Example: |
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[edit] GuiPopUpMenuCtrl
Reference: Usage Example: |
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[edit] GuiProgressCtrl
Reference: Usage Example: |
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[edit] GuiRadioCtrl
Reference: None |
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[edit] GuiScrollCtrl
Reference: Usage Example: |
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[edit] GuiShapeNameHud
Reference: engine/game/fps/guiShapeNameHud.cc |
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[edit] GuiSliderCtrl
Reference: Usage Example: |
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[edit] GuiSpeedometerHud
Reference: Usage Example: starter.racing/client/scripts/playGui.cs |
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[edit] GuiStackControl
Reference: Usage Example: |
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[edit] GuiTabBookCtrl
Reference: Usage Example: |
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[edit] GuiTabPageCtrl
Reference: Usage Example: |
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[edit] GuiTerrPreviewCtrl
Reference: Usage Example: |
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[edit] GuiTextCtrl
Reference: Usage Example: |
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[edit] GuiTextEditCtrl
Reference: Usage Example: |
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[edit] GuiTextEditSliderCtrl
Reference: Usage Example: |
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[edit] GuiTextListCtrl
Reference: Usage Example: |
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[edit] GuiTheoraCtrl
Reference: Usage Example:
<b>startupGui.gui</b><br>
new GuiTheoraCtrl(StartupGui) {
canSaveDynamicFields = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";<br>
Extent = "640 480";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
theoraFile = "./video/myVideo.ogg";
done = "0";
stopOnSleep = "1";
backgroundColor = "0 0 0 255"; |
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[edit] GuiTickCtrl
Reference: Usage Example: |
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[edit] GuiTreeViewCtrl
Reference: Usage Example: |
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[edit] GuiTSCtrl
Reference: [Documentation] Usage Example: TicTacToe Resource |
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[edit] GuiVectorFieldCtrl
Reference: Usage Example: |
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[edit] GuiWindowCtrl
Reference: Usage Example: |
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[edit] MissionAreaEditor
Reference: [Documentation] Usage Example: |
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[edit] ShowTSCtrl
Reference: Usage Example: |
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[edit] TerrainEditor
Reference: Usage Example: |
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[edit] WorldEditor
Reference: Usage Example: |
Categories: TGE | GUI



