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227
Torque/SDK/engine/gui/controls/guiTabPageCtrl.cc
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227
Torque/SDK/engine/gui/controls/guiTabPageCtrl.cc
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//-----------------------------------------------------------------------------
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// Justin DuJardin
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// Gui Tab Page Control Class
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//-----------------------------------------------------------------------------
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#include "console/consoleTypes.h"
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#include "console/console.h"
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#include "dgl/dgl.h"
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#include "gui/core/guiCanvas.h"
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#include "gui/controls/guiTabPageCtrl.h"
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#include "gui/core/guiDefaultControlRender.h"
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#include "gui/editor/guiEditCtrl.h"
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IMPLEMENT_CONOBJECT(GuiTabPageCtrl);
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GuiTabPageCtrl::GuiTabPageCtrl(void)
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{
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mBounds.extent.set(100, 200);
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mMinSize.set(50, 50);
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dStrcpy(mText,(UTF8*)"TabPage");
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mActive = true;
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}
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void GuiTabPageCtrl::initPersistFields()
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{
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Parent::initPersistFields();
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}
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bool GuiTabPageCtrl::onWake()
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{
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if (! Parent::onWake())
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return false;
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return true;
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}
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void GuiTabPageCtrl::onSleep()
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{
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Parent::onSleep();
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}
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GuiControl* GuiTabPageCtrl::findHitControl(const Point2I &pt, S32 initialLayer)
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{
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return Parent::findHitControl(pt, initialLayer);
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}
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void GuiTabPageCtrl::onMouseDown(const GuiEvent &event)
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{
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setUpdate();
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Point2I localPoint = globalToLocalCoord( event.mousePoint );
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GuiControl *ctrl = findHitControl(localPoint);
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if (ctrl && ctrl != this)
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{
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ctrl->onMouseDown(event);
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}
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}
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void GuiTabPageCtrl::onMouseDownEditor(const GuiEvent &event, Point2I offset )
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{
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// This shouldn't be called if it's not design time, but check just incase
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if ( GuiControl::smDesignTime )
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{
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GuiEditCtrl* edit = GuiControl::smEditorHandle;
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if( edit )
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edit->select( this );
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}
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}
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GuiControl *GuiTabPageCtrl::findNextTabable(GuiControl *curResponder, bool firstCall)
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{
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//set the global if this is the first call (directly from the canvas)
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if (firstCall)
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{
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GuiControl::smCurResponder = NULL;
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}
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//if the window does not already contain the first responder, return false
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//ie. Can't tab into or out of a window
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if (! ControlIsChild(curResponder))
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{
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return NULL;
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}
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//loop through, checking each child to see if it is the one that follows the firstResponder
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GuiControl *tabCtrl = NULL;
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iterator i;
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for (i = begin(); i != end(); i++)
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{
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GuiControl *ctrl = static_cast<GuiControl *>(*i);
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tabCtrl = ctrl->findNextTabable(curResponder, false);
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if (tabCtrl) break;
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}
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//to ensure the tab cycles within the current window...
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if (! tabCtrl)
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{
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tabCtrl = findFirstTabable();
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}
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mFirstResponder = tabCtrl;
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return tabCtrl;
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}
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GuiControl *GuiTabPageCtrl::findPrevTabable(GuiControl *curResponder, bool firstCall)
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{
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if (firstCall)
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{
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GuiControl::smPrevResponder = NULL;
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}
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//if the window does not already contain the first responder, return false
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//ie. Can't tab into or out of a window
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if (! ControlIsChild(curResponder))
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{
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return NULL;
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}
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//loop through, checking each child to see if it is the one that follows the firstResponder
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GuiControl *tabCtrl = NULL;
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iterator i;
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for (i = begin(); i != end(); i++)
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{
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GuiControl *ctrl = static_cast<GuiControl *>(*i);
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tabCtrl = ctrl->findPrevTabable(curResponder, false);
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if (tabCtrl) break;
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}
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//to ensure the tab cycles within the current window...
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if (! tabCtrl)
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{
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tabCtrl = findLastTabable();
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}
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mFirstResponder = tabCtrl;
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return tabCtrl;
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}
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bool GuiTabPageCtrl::onKeyDown(const GuiEvent &event)
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{
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if ((event.keyCode == KEY_TAB) && (event.modifier & SI_CTRL))
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{
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//find the next sibling window, and select it
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GuiControl *parent = getParent();
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if (parent)
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{
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GuiTabPageCtrl *firstWindow = NULL;
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iterator i;
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for (i = parent->begin(); i != parent->end(); i++)
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{
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GuiTabPageCtrl *ctrl = dynamic_cast<GuiTabPageCtrl *>(*i);
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if (ctrl && ctrl->getTabIndex() == mTabIndex + 1)
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{
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ctrl->selectWindow();
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return true;
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}
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else if (ctrl && ctrl->getTabIndex() == 0)
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{
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firstWindow = ctrl;
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}
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}
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//recycle from the beginning
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if (firstWindow != this)
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{
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firstWindow->selectWindow();
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return true;
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}
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}
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}
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return Parent::onKeyDown(event);
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}
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void GuiTabPageCtrl::selectWindow(void)
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{
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//first make sure this window is the front most of its siblings
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GuiControl *parent = getParent();
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if (parent)
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{
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parent->pushObjectToBack(this);
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}
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//also set the first responder to be the one within this window
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setFirstResponder(mFirstResponder);
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}
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void GuiTabPageCtrl::onRender(Point2I offset,const RectI &updateRect)
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{
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RectI winRect;
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winRect.point = offset;
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winRect.extent = mBounds.extent;
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dglSetClipRect( winRect );
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if( mProfile->mTextureHandle && ( mProfile->mBitmapArrayRects.size() == 0 ) )
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{
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TextureObject* texture = (TextureObject *) mProfile->mTextureHandle;
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RectI srcRegion;
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RectI dstRegion;
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float xdone = ((float)mBounds.extent.x/(float)texture->bitmapWidth)+1;
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float ydone = ((float)mBounds.extent.y/(float)texture->bitmapHeight)+1;
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int xshift = texture->bitmapWidth;
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int yshift = texture->bitmapHeight;
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for(int y = 0; y < ydone; ++y)
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{
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for(int x = 0; x < xdone; ++x)
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{
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srcRegion.set(0,0,texture->bitmapWidth,texture->bitmapHeight);
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dstRegion.set( ((texture->bitmapWidth*x)+offset.x)-xshift,
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((texture->bitmapHeight*y)+offset.y)-yshift,
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texture->bitmapWidth,
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texture->bitmapHeight);
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dglDrawBitmapStretchSR(texture,dstRegion, srcRegion, false);
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}
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}
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}
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else
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dglDrawRectFill(winRect, mProfile->mFillColor);
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//render the children
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renderChildControls( offset, updateRect );
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}
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