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69
Torque/SDK/engine/gui/controls/guiButtonBaseCtrl.h
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69
Torque/SDK/engine/gui/controls/guiButtonBaseCtrl.h
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//-----------------------------------------------------------------------------
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// Torque Engine
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//
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _GUIBUTTONBASECTRL_H_
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#define _GUIBUTTONBASECTRL_H_
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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// all the button functionality is moving into buttonBase
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// thus, all subclasses will just be rendering classes,
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// and radios and check boxes can be done using pushbuttons
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// or bitmap buttons.
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class GuiButtonBaseCtrl : public GuiControl
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{
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typedef GuiControl Parent;
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protected:
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StringTableEntry mButtonText;
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StringTableEntry mButtonTextID;
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bool mDepressed;
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bool mMouseOver;
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bool mStateOn;
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S32 mButtonType;
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S32 mRadioGroup;
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public:
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enum {
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ButtonTypePush,
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ButtonTypeCheck,
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ButtonTypeRadio,
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};
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GuiButtonBaseCtrl();
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bool onWake();
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DECLARE_CONOBJECT(GuiButtonBaseCtrl);
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static void initPersistFields();
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void setText(const char *text);
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void setTextID(S32 id);
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void setTextID(const char *id);
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const char *getText();
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void acceleratorKeyPress(U32 index);
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void acceleratorKeyRelease(U32 index);
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void onMouseDown(const GuiEvent &);
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void onMouseUp(const GuiEvent &);
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void onMouseEnter(const GuiEvent &);
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void onMouseLeave(const GuiEvent &);
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bool onKeyDown(const GuiEvent &event);
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bool onKeyUp(const GuiEvent &event);
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void setScriptValue(const char *value);
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const char *getScriptValue();
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void onMessage(GuiControl *,S32 msg);
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void onAction();
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};
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#endif
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