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GuiControlProfile Class Reference
[Core Controls]

A collection of properties that determine control behavior and rendering. More...

Inheritance diagram for GuiControlProfile:
Inheritance graph
[legend]

List of all members.

Public Member Functions

int getStringWidth (pString)

Public Attributes

string category
 Category under which the profile will appear in the editor.
Text

bool autoSizeHeight
 Automatically adjust height of control to fit contents.
bool autoSizeWidth
 Automatically adjust width of control to fit contents.
ColorI cursorColor
 Color to use for the text cursor.
GuiFontCharset fontCharset
 Font character set.
ColorI fontColor
 Font color for normal text (same as fontColors[0]).
ColorI fontColorHL
 Font color for highlighted text (same as fontColors[1]).
ColorI fontColorLink
 Font color for links in text (same as fontColors[4]).
ColorI fontColorLinkHL
 Font color for highlighted links in text (same as fontColors[5]).
ColorI fontColorNA
 Font color when control is not active/disabled (same as fontColors[2]).
ColorI fontColors [10]
 Font colors to use for different text types/states.
ColorI fontColorSEL
 Font color for selected text (same as fontColors[3]).
int fontSize
 Font size in points.
string fontType
 Name of font family and typeface (e.g. "Arial Bold").
GuiAlignmentType justify
 Horizontal alignment for text.
bool numbersOnly
 Whether control should only accept numerical data (GuiTextEditCtrl).
bool returnTab
 Whether to add automatic tab event when return is pressed so focus moves on to next control (GuiTextEditCtrl).
Point2I textOffset
 Text offset for the control.
Appearance

ColorI bevelColorHL
 Used for the high-light part of the bevel.
ColorI bevelColorLL
 Used for the low-light part of the bevel.
int border
 For most controls, if border is > 0 a border will be drawn. Some controls use this to draw different types of borders however.
ColorI borderColor
 Color to draw border with.
ColorI borderColorHL
 Used instead of borderColor when the object is highlighted.
ColorI borderColorNA
 Used instead of borderColor when the object is not active or disabled.
int borderThickness
 Thickness of border in pixels.
ColorI fillColor
 This is used to fill the bounds of the control with a TypeColorI if it is opaque.
ColorI fillColorHL
 This is used instead of fillColor if the object is highlighted.
ColorI fillColorNA
 This is used instead of fillColor if the object is not active or disabled.
ColorI fillColorSEL
 This is used instead of fillColor if the object is selected.
bool opaque
 True if this object is not translucent, and should draw a fill.
Misc

filename bitmap
 Texture to use for rendering control.
bool hasBitmapArray
 If true, 'bitmap' is an array of images.
string profileForChildren
 The name of the profile to use for the children controls.
SFXTrack soundButtonDown
 Sound to play when mouse has been pressed on control.
SFXTrack soundButtonOver
 Sound to play when mouse is hovering over control.
Behavior

bool canKeyFocus
 Whether the control can have the keyboard focus.
bool modal
 True if this is a Modeless dialog meaning it will pass input through instead of taking it all.
bool mouseOverSelected
 True if this object should be "selected" while the mouse is over it.
bool tab
 True if this object is accessable from using the tab key.

Detailed Description

A collection of properties that determine control behavior and rendering.


Member Function Documentation

int GuiControlProfile::getStringWidth ( pString   ) 

Member Data Documentation

Automatically adjust height of control to fit contents.

Automatically adjust width of control to fit contents.

Used for the high-light part of the bevel.

Used for the low-light part of the bevel.

Texture to use for rendering control.

For most controls, if border is > 0 a border will be drawn. Some controls use this to draw different types of borders however.

Color to draw border with.

Used instead of borderColor when the object is highlighted.

Used instead of borderColor when the object is not active or disabled.

Thickness of border in pixels.

Whether the control can have the keyboard focus.

Category under which the profile will appear in the editor.

Color to use for the text cursor.

This is used to fill the bounds of the control with a TypeColorI if it is opaque.

This is used instead of fillColor if the object is highlighted.

This is used instead of fillColor if the object is not active or disabled.

This is used instead of fillColor if the object is selected.

Font character set.

Font color for normal text (same as fontColors[0]).

Font color for highlighted text (same as fontColors[1]).

Font color for links in text (same as fontColors[4]).

Font color for highlighted links in text (same as fontColors[5]).

Font color when control is not active/disabled (same as fontColors[2]).

Font colors to use for different text types/states.

Font color for selected text (same as fontColors[3]).

Font size in points.

Name of font family and typeface (e.g. "Arial Bold").

If true, 'bitmap' is an array of images.

Horizontal alignment for text.

True if this is a Modeless dialog meaning it will pass input through instead of taking it all.

True if this object should be "selected" while the mouse is over it.

Whether control should only accept numerical data (GuiTextEditCtrl).

True if this object is not translucent, and should draw a fill.

The name of the profile to use for the children controls.

Whether to add automatic tab event when return is pressed so focus moves on to next control (GuiTextEditCtrl).

Sound to play when mouse has been pressed on control.

Sound to play when mouse is hovering over control.

True if this object is accessable from using the tab key.

Text offset for the control.



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