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.

Contents

Class Hierarchy

Class GuiControl itself descends from SimObject: GuiControl ->SimGroup ->SimSet ->SimObject, but below we indicate only the classes under GuiControl itself.

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

  • tab - True if this object is accessable from using the tab key
  • canKeyFocus - True if the object can be given keyboard focus (in other words, made a first responder)
  • mouseOverSelected - True if this object should be "selected" while the mouse is over it
  • modal - True if this is a Modeless dialog meaning it will pass input through instead of taking it all
  • opaque - True if this object is not translucent
  • fillColor - Fill color, this is used to fill the bounds of the control if it is opaque
  • fillColorHL - This is used insetead of fillColor if the object is highlited
  • fillColorNA - This is used to instead of fillColor if the object is not active or disabled
  • border - For most controls, if mBorder is > 0 a border will be drawn, some controls use this to draw different types of borders however
  • borderThickness - Border thickness
  • borderColor - Border color, used to draw a border around the bounds if border is enabled
  • borderColorHL - Used instead of borderColorwhen the object is highlited
  • borderColorNA - Used instead of mBorderColor when the object is not active or disabled
  • bevelColorHL - Used for the high-light part of the bevel
  • bevelColorLL - Used for the low-light part of the bevel
  • fontType - Font face name for the control
  • fontSize - Font size for the control
  • fontCharset - Font character set
  • fontColors - Array of font colors used with escape characters for changing color mid-string
  • fontColor - Main font color
  • fontColorHL - Highlited font color
  • fontColorNA - Font color when object is not active/disabled
  • fontColorSEL - Font color when object/text is selected
  • fontColorLink - Font color for hyperlinks
  • fontColorLinkHL - Font color when a hyperlink is highlited
  • justify - Alignment of text in a text control
  • textOffset - Offset of text in a text control
  • autoSizeWidth - Auto-size the width-bounds of the control to fit it's contents
  • autoSizeHeight - Auto-size the height-bounds of the control to fit it's contents
  • returnTab - Used in GuiTextEditCtrl to specify if a tab-event should be simulated when return is pressed.
  • numbersOnly - For text controls, true if this should only accept numerical data
  • cursorColor - Color for the blinking cursor in text fields (for example)
  • bitmap - Bitmap file name for the bitmap of the control
  • soundButtonDown - Sound played when the object is "down" ie a button is pushed
  • soundButtonOver - Sound played when the mouse is over the object

    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:

  • canSave = "0"—Whether the control can serialize itself to a file. Value overrides parent.
  • Caption = ""—Applies a caption to the control.
  • Extent = "200 20"—Size (value overrides parent).

    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

  • In the Torque Game Builder (TGB) Private Forums >> GUI Building, Edward F. Maurina III wrote:
    ...use the GuiMouseEventCtrl. Overlap the 'hot region' where you want to catch inputs with this control and define the proper callbacks. Basic Steps:
    1. Name your GuiMouseEventCtrl control. For example: myMouseCatcher
    2. Write a callback for each of the events you want to catch:
    3. 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.

  • If you have a license to re-compile TGB, you can use Adding Mouse Events to Gui Controls to extend your favorite GuiControl class to receive Mouse Event callbacks.

    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

  • canSave = "0"—Whether the control can serialize itself to a file. Value overrides parent.
  • Caption = ""—Applies a caption to the control.
  • ClickCollapse = "1"
  • Collapsed = "1"—Whether the control is hidden or revealed (rolled out)
  • DefaultHeight = "40"
  • Extent = "200 20"—Size (value overrides parent).
  • Margin = "2 2"—Horizontal and vertical margins.

    Tagged Fields

    Methods

  • collapse()—Collapse (roll up) the rollout.
  • expand()—Reveal the rollout.
  • instantCollapse()
  • instantExpand()
  • isExpanded() -> Bool—Whether the control is rolled out.
  • sizeToContents()

    Usage

  • ~/games/tools/levelEditor/gui/LevelBuilderBase.gui

    Profile

  • "EditorRolloutProfile"

    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";
       };