TGB GUI Overview
From TDN
This is an overview of the GUI types that are available for TGB. All of the default values for each GUI are listed. Feel free to add descriptions for the GUIs if you know what they do.
Class Hierarchy
Class GuiControl itself descends from SimObject: GuiControl ->SimGroup ->SimSet ->SimObject, but below we indicate only the classes under GuiControl itself.
- GuiControl
- GuiCanvas
- t2dSceneWindow
- GuiArrayCtrl
- GuiAviBitmapCtrl
- GuiBackgroundCtrl
- GuiBitmapCtrl
- GuiBitmapBorderCtrl
- GuiChunkedBitmapCtrl
- GuiButtonBaseCtrl
- GuiCheckBoxCtrl
- GuiChunkedBitmapCtrl
- GuiColorPickerCtrl
- GuiConsoleTextCtrl
- GuiControlArrayControl
- GuiDragAndDropControl
- GuiDynamicCtrlArrayControl
- GuiEditCtrl
- GuiEditorRuler
- GuiFilterCtrl
- GuiFormCtrl
- GuiFrameSetCtrl
- GuiGraphCtrl
- GuiInputCtrl
- GuiInspectorGroup
- GuiListBoxCtrl
- GuiMessageVectorCtrl
- GuiMLTextCtrl
- GuiMouseEventCtrl
- GuiPaneControl
- GuiParticleGraphCtrl
- GuiRolloutCtrl
- GuiScriptNotifyCtrl
- GuiScrollCtrl
- GuiSeparatorCtrl
- GuiSliderCtrl
- GuiStackControl
- GuiTabBookCtrl
- GuiTextCtrl
- GuiWindowCtrl
- GuiBubbleTextCtrl
- GuiPopUpMenuCtrl
- GuiPopUpMenuCtrlEx
- GuiProgressCtrl
- GuiTabPageCtrl
- GuiTextEditCtrl
- GuiTheoraCtrl
- GuiTickCtrl
Profile Values for GUIs
Each GUI is assigned a profile (instance of GuiControlProfile). Profiles are used to style GUIs. The default profile is GuiDefaultProfile. You can use profiles to determine which font to use, whether or not to display a border around the GUI, and more. Profiles can be modified in profile.cs, which is located in this TGB directory: ..\games\common\gui
DbgFileView
A file view.
Class Hierarchy
DbgFileView ->GuiArrayCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new DbgFileView() {
canSaveDynamicFields = "0";
internalName = " ";
class = " ";
superclass = " ";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "8 2";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiArrayCtrl
An array of controls.
Class Hierarchy
GuiArrayCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiArrayCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = "";
Command = "";
AltCommand = "";
Accelerator = "";
tooltipprofile = "";
tooltip = "";
hovertime = "1000";
langTableMod = "";
};
GuiAutoScrollCtrl
A control that automatically scrolls in the direction that you specify.
Class Hierarchy
GuiAutoScrollCtrl ->GuiTickCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Notes: You can place child controls into this control. This control contains no scrollbars. To learn how to use this control, see Auto Scrolling Container Control.
Default Instance
new GuiAutoScrollCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
startDelay = "3";
resetDelay = "5";
childBorder = "10";
scrollSpeed = "1";
tickCallback = "0";
};
GuiAviBitmapCtrl
An AVI movie.
Class Hierarchy
GuiAviBitmapCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiAviBitmapCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
done = "1";
};
GuiBackgroundCtrl
A background that you can place behind another control.
Class Hierarchy
GuiBackgroundCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiBackgroundCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiBitmapButtonTextCtrl
A button that uses a bitmap for the background, but still allows text (cf. GuiBitmapButtonTextCtrl). The text of the button is in front of the bitmap and is set via setText().
Class Hierarchy
GuiBitmapButtonTextCtrl ->GuiBitmapButtonCtrl ->GuiButtonCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Note:
If you use this control, you must create four instances of the bitmap that you want to use for your button. These will be used to display the button in the following states: normal, highlighted, depressed, and inactive. You should keep these images in the same directory and use the following format:
- button.png (normal)
- button_h.png (highlight)
- button_d.png (depressed)
- button_i.png (inactive)
Important:
- You can replace "button" with custom text, but you must use the same text for each image name.
- In the "bitmap" field, do not point to a specific bitmap (for example, button_h.png). Instead, point to the directory that contains the buttons and the first part of the button name (for example, \images\button.
- You can save your buttons as either *.png or *.jpg files.
Note: This control is just like GuiBitmapButtonCtrl, except that the text is provided as a separate object and rendered on top of the button background. For more information about how to use this control, please see the previous control, GuiBitmapButtonCtrl.
Default Instance
new GuiBitmapButtonTextCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
groupNum = "-1";
buttonType = "PushButton";
bitmap = "";
};
GuiBitmapCtrl
An image.
Class Hierarchy
GuiBitmapCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiBitmapCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
bitmap = "";
wrap = "0";
};
GuiBorderButtonCtrl
A border for a button.
Class Hierarchy
GuiBorderButtonCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiBorderButtonCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "Button";
textID = "";
groupNum = "-1";
buttonType = "PushButton";
};
GuiBubbleTextCtrl
A speech bubble.
Class Hierarchy
GuiBubbleTextCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Note: You could use this control to display a description of an item in your game. A speech bubble automatically wraps lines and appears when you click within the bounding box for this control (extent).
Default Instance
new GuiBubbleTextCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
};
GuiButtonBaseCtrl
The base class for all button controls.
Class Hierarchy
GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiButtonBaseCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "Button";
textID = "";
groupNum = "-1";
buttonType = "PushButton";
};
GuiButtonCtrl
A button.
Class Hierarchy
GuiButtonCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Note: To see how this control is used, see GUIMainMenuText Tutorial.
Default Instance
new GuiButtonCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
groupNum = "-1";
buttonType = "PushButton";
};
GuiCheckBoxCtrl
A checkbox.
Class Hierarchy
GuiCheckBoxCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Note: To see how this control is used, see GUIOptionsMenu Tutorial.
Default Instance
new GuiCheckBoxCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiCheckBoxProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "Button";
textID = "";
groupNum = "-1";
buttonType = "ToggleButton";
useInactiveState = "0";
};
GuiChunkedBitmapCtrl
A dynamic background image that can be defined by a variable. The control can also tile the background image that is provided.
Note: Unlike GuiBitmapCtrl, the image for this control is not static. For additional information about this control, see Another GUI tutorial.
Class Hierarchy
GuiChunkedBitmapCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiChunkedBitmapCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
bitmap = "";
useVariable = "0";
tile = "0";
};
GuiColorPickerCtrl
A box that contains a color palate from which a user can select.
Class Hierarchy
GuiColorPickerCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Notes
This control draws a box containing a color specified by mPickColor, in a way according to one of the PickMode enum's, stored as mDisplayMode. 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 it is in pPallet mode, execute the regular "command"
2) If it is 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 it is 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 it is in pHorizAlphaRange or pVertAlphaRange mode, it will also function the same way as (3)
5) If it is 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
Default Instance
new GuiColorPickerCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
BaseColor = "1 0 1 1";
PickColor = "0 0 0 1";
SelectorGap = "1";
DisplayMode = "Pallet";
ActionOnMove = "0";
};
GuiConsole
The on-screen, in-game console. Calls getLog() to get the on-screen console entries, then renders them as needed.
Class Hierarchy
GuiConsole ->GuiArrayCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiConsole() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiConsoleProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "832 4260";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiConsoleEditCtrl
Class Hierarchy
GuiConsoleEditCtrl ->GuiTextEditCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiConsoleEditCtrl() {
canSaveDynamicFields = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
validate = "";
escapeCommand = "";
historySize = "0";
password = "0";
tabComplete = "0";
deniedSound = "";
sinkAllKeyEvents = "1";
passwordMask = "*";
useSiblingScroller = "1";
};
GuiConsoleTextCtrl
Class Hierarchy
GuiConsoleTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiConsoleTextCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
expression = "";
};
GuiControl
Class Hierarchy
GuiControl ->SimGroup ->SimSet ->SimObject
The root class for all GUI controls.
Note: GuiControl is derived from SimGroup and can contain any number of child GUI controls. Each GuiControl maintains a bounding rectangle in the coordinate system of its parent control. GuiControl has virtual methods for processing input events (onMouseDown, onMouseUp, onMouseEnter, onMouseLeave, onMouseMove, onMouseDragged, onRightMouseDown, onKeyDown, onKeyUp,onKeyRepeat), methods called by the Canvas for rendering (onPreRender, onRender), methods to control the lock focus of the mouse (mouseLock, mouseUnlock), coordinate conversion methods (localToGlobalCoord, globalToLocalCoord), and automatic sizing behavior when its parent control is resized (for example, when the screen resolution changes). When a control is made visible, it (if not already loaded) loads the data associated with its GuiControlProfile.
Default Instance
new GuiControl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiControlArrayControl
Class Hierarchy
GuiControlArrayControl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiControlArrayControl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
colCount = "0";
colSizes = "";
rowSize = "30";
rowSpacing = "2";
colSpacing = "0";
};
GuiControlListPopUp
A drop-down list.
Note: To learn how to use this control, see GuiControlListPopUp.
Class Hierarchy
GuiControlListPopUp ->GuiPopUpMenuCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiControlListPopUp() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiControlListPopupProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
maxPopupHeight = "200";
sbUsesNAColor = "0";
reverseTextList = "0";
bitmap = "";
bitmapBounds = "16 16";
};
GuiDirectoryFileListCtrl
A directory file list.
Class Hierarchy
GuiDirectoryFileListCtrl ->GuiListBoxCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiDirectoryFileListCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDirectoryFileListProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "75 128";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
AllowMultipleSelections = "1";
fitParentWidth = "1";
};
GuiDirectoryTreeCtrl
A directory tree.
Class Hierarchy
GuiDirectoryTreeCtrl ->GuiTreeViewCtrl ->GuiArrayCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiDirectoryTreeCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDirectoryTreeProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "156 63";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
tabSize = "16";
textOffset = "2";
fullRowSelect = "0";
itemHeight = "21";
destroyTreeOnSleep = "0";
MouseDragging = "0";
MultipleSelections = "0";
DeleteObjectAllowed = "1";
DragToItemAllowed = "1";
};
GuiDragAndDropControl
Class Hierarchy
GuiDragAndDropControl ->GuiControl ->SimGroup ->SimSet ->SimObject
Usage
In the Torque Game Builder (TGB) Private Forums >> GUI Building, Adam Larson wrote:
The GuiDragAndDropControl is used in the dragging of items from the create panel to the scene in the level builder. If you have access to the tools source (Pro license), you can find a function called ObjectBrowserItem::createDraggingControl in tools/levelEditor/scripts/forms/objectLibrary/objectLibraryBaseType.ed.cs If not, here are the pertinent parts:new GuiDragAndDropControl() { canSaveDynamicFields = "0"; Profile = "GuiDefaultProfile"; HorizSizing = "right"; VertSizing = "bottom"; Position = "0 0"; Extent = "50 50" MinExtent = "8 2"; canSave = "1"; Visible = "1"; hovertime = "1000"; deleteOnMouseUp = true; new guiT2DObjectCtrl() { canSaveDynamicFields = "0"; Profile = "GuiModelessDialogProfile"; HorizSizing = "right"; VertSizing = "bottom"; Position = "0 0"; Extent = "50 50"; MinExtent = "8 2"; canSave = "1"; Visible = "1"; }; };Key thing to note there is that the contents of the GuiDragAndDropControl uses a GuiModelessDialogProfile. This means that all mouse events will be recieved by the GuiDragAndDropControl rather than the guiT2DObjectCtrl. You should be able to put anything you want inside the GuiDragAndDropControl as long as it uses a modeless profile.
Also, the deleteOnMouseUp field. Setting this to true will cause the GuiDragAndDropControl and all of its children to be deleted when the mouse is released.
And, any GuiControl can define an 'onControlDropped' method that is called when a GuiDragAndDropControl is released over it. An example of this is in tools/levelEditor/scripts/forms/sceneView.ed.cs
Default Instance
new GuiDragAndDropControl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
deleteOnMouseUp = "1";
};
GuiDynamicCtrlArrayControl
Class Hierarchy
GuiDynamicCtrlArrayControl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiDynamicCtrlArrayControl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
colCount = "0";
colSize = "64";
rowSize = "64";
rowSpacing = "0";
colSpacing = "0";
};
GuiEditCtrl
Class Hierarchy
GuiEditCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiEditCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiEditorRuler
Class Hierarchy
GuiEditorRuler ->SimGroup ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiEditorRuler() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
refCtrl = "p\c5";
};
GuiFadeinBitmapCtrl
Fades an image in and out.
Note: This control is especially helpful if you want to create a splash screen. To learn how to use this control, see Fading transparent bitmap control.
Class Hierarchy
GuiFadeinBitmapCtrl ->GuiBitmapCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiFadeinBitmapCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
bitmap = "";
wrap = "0";
fadeinTime = "1000";
waitTime = "2000";
fadeoutTime = "1000";
done = "1";
};
GuiFilterCtrl
Class Hierarchy
GuiFilterCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiFilterCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
controlPoints = "7";
filter = "0 0.166667 0.333333 0.5 0.666667 0.833333 1";
};
GuiFormCtrl
A form.
Class Hierarchy
GuiFormCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiFormCtrl() {
Caption = "[none]";
ContentLibrary = "";
Content = "";
Movable = "0";
HasMenu = "0";
canSaveDynamicFields = "1";
internalName = "";
class = "";
superclass = "";
Profile = "GuiFormProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "10 10";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiFrameSetCtrl
Class Hierarchy
GuiFrameSetCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiFrameSetCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiFrameSetProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
columns = "0";
rows = "0";
borderWidth = "4";
borderColor = "240 249 105 5";
borderEnable = "dynamic";
borderMovable = "dynamic";
autoBalance = "0";
fudgeFactor = "0";
};
GuiGraphCtrl
A graph.
Class Hierarchy
GuiGraphCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiGraphCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiIconButtonCtrl
A button in the form of an icon.
Class Hierarchy
GuiIconButtonCtrl ->GuiButtonCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiIconButtonCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
groupNum = "-1";
buttonType = "PushButton";
buttonMargin = "4 4";
iconBitmap = "";
iconLocation = "Left";
sizeIconToButton = "0";
textLocation = "Left";
textMargin = "4";
};
GuiInspector
Class Hierarchy
GuiInputCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiInspector() {
StackingType = "Vertical";
HorizStacking = "Left to Right";
VertStacking = "Top to Bottom";
Padding = "1";
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 24";
MinExtent = "24 24";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiInspectorGroup
A grouping of controls within a GuiInspector.
Class Hierarchy
GuiInspectorGroup ->GuiControl ->SimGroup ->SimSet ->SimObject
Member Fields:
Tagged Fields
Methods
GuiInspectorDatablockField
No information.
GuiInspectorDynamicField
No information.
GuiInspectorField
No information.
GuiInspectorTypeCheckBox
No information.
GuiInspectorTypeColor
No information.
GuiInspectorTypeColorF
No information.
GuiInspectorTypeColorI
No information.
GuiInspectorTypeEnum
No information.
GuiInspectorTypeFileName
No information.
GuiInspectorTypeGuiProfile
No information.
GuiListBoxCtrl
A list box.
Class Hierarchy
GuiInspector ->GuiStackControl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiListBoxCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiListBoxProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "8 2";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
AllowMultipleSelections = "1";
fitParentWidth = "1";
};
GuiMenuBar
Class Hierarchy
GuiMenuBar ->GuiTickCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiMenuBar() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiMenuBarProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
Padding = "0";
};
GuiMessageVectorCtrl
Renders messages from a MessageVector. The MessageVector holds all the messages, but the Gui control (GuiMessageVectorCtrl) to display them can be created and destroyed as needed.
You create a GuiMessageVectorCtrl and a MessageVector, and then attach the MessageVector to the GuiMessageVectorCtrl. Then you add text to the MessageVector as needed, and it is displayed in the GuiMessageVectorCtrl.
Class Hierarchy
GuiMessageVectorCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiMessageVectorCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
lineSpacing = "0";
lineContinuedIndex = "10";
allowedMatches0 = ""; //goes up to allowedMatches15
matchColor = "0 0 255 255";
maxColorIndex = "9";
};
GuiMLTextCtrl
A text control that uses literals and the Gui Markup Language ('ML') tags to dynamically change the text. For a list of literals that you can use, see TorqueScript Quick Reference.
Class Hierarchy
GuiMLTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Notes
The following Gui ML tags are recognized by the engine:
<font:fontName:fontSize> - sets the font and fontsize as indicated. Example: <font:Arial Bold:20>
<tag:???> - not sure what this does
<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?
<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>
<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)
Default Instance
new GuiMLTextCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiMLTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 14";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
deniedSound = "";
text = "";
};
GuiMLTextEditCtrl
Class Hierarchy
GuiMLTextEditCtrl ->GuiMLTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiMLTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 480";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
deniedSound = "";
text = "";
escapeCommand = "";
};
GuiMouseEventCtrl
Tracks mouse events.
Note
...use the GuiMouseEventCtrl. Overlap the 'hot region' where you want to catch inputs with this control and define the proper callbacks. Basic Steps:
- Name your GuiMouseEventCtrl control. For example: myMouseCatcher
- Write a callback for each of the events you want to catch:
function myMouseCatcher::onMouseDown( %theControl, %modifiers, %point, %clicks ) { // Do something with the inputs. }Some Possible Events:
- onMouseDown()—Left Mouse Button Press
- onMouseUp()—Left Mouse Button Release
- onMouseDrag()—Moving with left mouse button down.
- onRightMouseDown()—Right Mouse Button Press
- onRightMouseUp()—Right Mouse Button Release
- onRightMouseDrag()—Moving with right mouse button down. (Added by Ed.)
- onMouseEnter()—The mouse has just entered the region of the control. (Added by Ed.)
- onMouseLeave()—The mouse has just left the region of the control. (Added by Ed.)
- onMouseMove()—The mouse is within the region of the control and has moved. (Added by Ed.)
I talk about this in my book The Game Programmers Guide To Torque on pages 525 .. 528. Note: Although this book was written for TGE, much of it also applies to TGB.
Class Hierarchy
GuiMouseEventCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiMouseEventCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
lockMouse = "0";
};
GuiPaneControl
Class Hierarchy
GuiPaneControl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiPaneControl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "10 10";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
Caption = "A Pane";
captionID = "";
collapsable = "1";
barBehindText = "1";
};
GuiParticleGraphCtrl
Class Hierarchy
GuiParticleGraphCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiParticleGraphCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiPopUpMenuCtrl
A drop-down combo box.
Class Hierarchy
GuiPopUpMenuCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default instance
new GuiPopUpMenuCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiPopUpMenuProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
maxPopupHeight = "200";
sbUsesNAColor = "0";
reverseTextList = "0";
bitmap = "";
bitmapBounds = "16 16";
};
Methods:
- add( string name, int idNum, int scheme = 0 )—Append a new item with the given name and ID, using the given scheme.
- addScheme( int id, Color3I fontColor, Color3I fontColorHL, Color3I fontColorSEL ), e.g., %this.addScheme( 3, 0xFF SPC 0x00 SPC 0x00, 0xFF SPC 0x80 SPC 0x80, 0xFF SPC 0xA0 SPC 0xA0 ) ;
- clear( )—Clear the popup list, including the title (as in setText( )).
- findText( string text )—Returns the position of the first entry containing the specified text.
- forceClose( )
- forceOnAction( )
- getSelected( )—returns int ID of the selected item.
- getText( )—returns string title (as in setText( ))
- getTextById( int id )
- replaceText( bool doReplaceText )
- setEnumContent( string class, string enum )—Fills the popup with a classrep's field enumeration type info. More of a helper function than anything. If console access to the field list is added, at least for the enumerated types, then this should go away..
- setFirstSelected( )—
- setNoneSelected( )—
- setSelected( int ID, [scriptCallback=true] )—Note: this is the only difference in API to class GuiPopUpMenuCtrlEx
- setText( string text )—Sets title.
- size( )—Get the size of the menu, that is, the number of entries in it.
- sort( )—Sort the list alphabetically.
- sortID( )—Sort the list by ID.
GuiPopUpMenuCtrlEx
Class Hierarchy
GuiPopUpMenuCtrlEx ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiPopUpMenuCtrlEx() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiPopUpMenuProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
maxPopupHeight = "200";
sbUsesNAColor = "0";
reverseTextList = "0";
bitmapBounds = "16 16";
};
GuiProgressCtrl
Class Hierarchy
GuiProgressCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
A progress bar.
new GuiProgressCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiProgressProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
};
GuiRadioCtrl
A radio button.
Class Hierarchy
GuiRadioCtrl ->GuiCheckBoxCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiRadioCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiRadioProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "Button";
textID = "";
groupNum = "-1";
buttonType = "RadioButton";
useInactiveState = "0";
};
GuiRolloutCtrl
Presents a view whose details can be hidden or revealed (rolled out) by the user.
Class Hierarchy
GuiRolloutCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Member Fields
Tagged Fields
Methods
Usage
Profile
GuiScriptNotifyCtrl
Class Hierarchy
GuiScriptNotifyCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiScriptNotifyCtrl() {
onChildAdded = "0";
onChildRemoved = "0";
onChildResized = "0";
onParentResized = "0";
onResize = "0";
onLoseFirstResponder = "0";
onGainFirstResponder = "0";
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiScrollCtrl
A scroll bar.
Class Hierarchy
GuiScrollCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiScrollCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiScrollProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "200 200";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
willFirstRespond = "1";
hScrollBar = "alwaysOn";
vScrollBar = "alwaysOn";
constantThumbHeight = "0";
childMargin = "0 0";
};
GuiSeparatorCtrl
Class Hierarchy
GuiSeparatorCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiSeparatorCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiSeparatorProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "12 35";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
Caption = "";
type = "Vertical";
BorderMargin = "2";
Invisible = "0";
LeftMargin = "0";
};
GuiSliderCtrl
Class Hierarchy
GuiSliderCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiSliderProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
range = "0.000 1.000";
ticks = "10";
value = "0.5";
};
GuiStackControl
Child controls are arranged in a compact stack, horizontal or vertical.
Class Hierarchy
GuiStackControl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiStackControl() {
StackingType = "Vertical";
HorizStacking = "Left to Right";
VertStacking = "Top to Bottom";
Padding = "0";
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 24";
MinExtent = "24 24";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
guiT2DObjectCtrl
Class Hierarchy
guiT2DObjectCtrl ->GuiButtonCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Usage Note
Matthew Langley wrote: To use GuiT2DObjectCtrl, you simply create a scenegraph, create an object assigned to that scenegraph, and set call .setSceneObject(%object) on the control.
Default Instance
new guiT2DObjectCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "140 30";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
groupNum = "-1";
buttonType = "RadioButton";
renderMargin = "0";
sceneObject = "";
};
GuiTabBookCtrl
A book of tabs (GuiTabPageCtrl).
Class Hierarchy
GuiTabBookCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTabBookCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiTabBookProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "400 300";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
TabPosition = "Top";
TabHeight = "24";
TabMargin = "7";
MinTabWidth = "64";
};
GuiTabPageCtrl
A page in a tab book (GuiTabBookCtrl).
Class Hierarchy
GuiTabPageCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTabPageCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiTabPageProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "100 200";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
};
GuiTextCtrl
Displays one line of text. For editable text, see GuiTextEditCtrl.
Note: To see how to use this control, see GUIScoreAndTime.
Class Hierarchy
GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTextCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
};
GuiTextEditCtrl
Allows the user to enter text. For display text, see GuiTextCtrl.
Class Hierarchy
GuiTextEditCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 18";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
validate = "";
escapeCommand = "";
historySize = "0";
password = "0";
tabComplete = "0";
deniedSound = "";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
};
GuiTextEditSliderCtr
Class Hierarchy
GuiTextEditSliderCtrl ->GuiTextEditCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTextEditSliderCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
validate = "";
escapeCommand = "";
historySize = "0";
password = "0";
tabComplete = "0";
deniedSound = "";
sinkAllKeyEvents = "0";
password = "0";
passwordMask = "*";
format = "%3.2f";
range = "0.000 1.000";
increment = "1";
};
GuiTextListCtrl
Class Hierarchy
GuiTextListCtrl ->GuiArrayCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTextListCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiTextListProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "80 2";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
enumerate = "0";
resizeCell = "1";
columns = "0";
fitParentWidth = "1";
clipColumnText = "0";
};
GuiTheoraCtrl
Video playback, using the Theora codex.
Note: To learn how to use this control, see the TGE Video documentation.
Class Hierarchy
GuiTheoraCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTheoraCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
theoraFile = "";
done = "0";
stopOnSleep = "0";
backgroundColor = "0 0 0 255";
};
GuiTickCtrl
A length of time.
Note: A tick occurs every 32 milliseconds, and lets you interpolate between ticks. To learn how to use this control, see TickableObjectsAndITickable.
Class Hierarchy
GuiTickCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTickCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiToolboxButtonCtrl
A Gui button, like GuiButtonCtrl, GuiBitmapButtonCtrl, GuiBitmapButtonTextCtrl, GuiIconButtonCtrl, guiT2DObjectCtrl, and GuiBorderButtonCtrl.
Class Hierarchy
GuiToolboxButtonCtrl ->GuiButtonCtrl ->GuiButtonBaseCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiToolboxButtonCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiToolboxButtonProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "48 48";
MinExtent = "16 16";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "100";
langTableMod = " ";
text = "";
textID = "";
groupNum = "-1";
buttonType = "RadioButton";
normalBitmap = "";
loweredBitmap = "sceneeditor/client/images/buttondown";
hoverBitmap = "sceneeditor/client/images/buttonup";
};
GuiTreeViewCtrl
A tree view.
Note: To customize your tree view, see Increase font size in tree view.
Class Hierarchy
GuiTreeViewCtrl ->GuiArrayCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiTreeViewCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiTreeViewProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "80 2";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
tabSize = "16";
textOffset = "2";
fullRowSelect = "0";
itemHeight = "21";
destroyTreeOnSleep = "1";
MouseDragging = "1";
MultipleSelections = "1";
DeleteObjectAllowed = "1";
DragToItemAllowed = "1";
};
GuiVectorFieldCtr
Class Hierarchy
GuiVectorFieldCtrl ->GuiTickCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiVectorFieldCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
};
GuiWindowCtrl
A movable, closable, minimizible, maximizible window, with title bar.
Class Hierarchy
GuiWindowCtrl ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new GuiWindowCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiWindowProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "100 200";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
resizeWidth = "1";
resizeHeight = "1";
canMove = "1";
canClose = "1";
canMinimize = "1";
canMaximize = "1";
minSize = "50 50";
closeCommand = "";
};
LevelBuilderSceneWindow
The TGB Level Editor's scene window.
Class Hierarchy
LevelBuilderSceneWindow ->t2dSceneWindow ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new LevelBuilderSceneWindow() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
lockMouse = "0";
useWindowMouseEvents = "1";
useObjectMouseEvents = "0";
};
T2DDatablockDropDownCtr
The Datablock drop-down list.
Class Hierarchy
T2DDatablockDropDownCtrl ->GuiPopUpMenuCtrlEx ->GuiTextCtrl ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new T2DDatablockDropDownCtrl() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "T2DDatablockDropDownProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "125 20";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
text = "";
textID = "";
maxLength = "1024";
maxPopupHeight = "200";
sbUsesNAColor = "0";
reverseTextList = "0";
bitmap = "";
bitmapBounds = "16 16";
DatablockFilter = "t2dBaseDatablock";
};
t2dSceneWindow
Control devoted to the level and its scene objects.
Explanation
Commonly named in TGB as "SceneWIndow2D", is customarily used as the container for the Gui's t2dSceneGraph, which in turn acts as the container for all of the t2dSceneObjects of your level. A complete Gui will consist of a Scene Window together with Gui Controls all contained in a GuiControl, customarily named "mainScreenGui" that is itself set as the Canvas's content in a call to Canvas.setContent( ). This call is customarily found in the startGame() function located in ./gameScripts/game.cs.
Class Hierarchy
t2dSceneWindow ->GuiControl ->SimGroup ->SimSet ->SimObject
Default Instance
new t2dSceneWindow() {
canSaveDynamicFields = "0";
internalName = "";
class = "";
superclass = "";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "64 64";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
Variable = " ";
Command = " ";
AltCommand = " ";
Accelerator = " ";
tooltipprofile = "";
tooltip = " ";
hovertime = "1000";
langTableMod = " ";
lockMouse = "0";
useWindowMouseEvents = "1";
useObjectMouseEvents = "0";
};



