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47
Torque/SDK/engine/gui/controls/guiTabPageCtrl.h
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47
Torque/SDK/engine/gui/controls/guiTabPageCtrl.h
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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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#ifndef _GUITABPAGECTRL_H_
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#define _GUITABPAGECTRL_H_
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#ifndef _GUITEXTCTRL_H_
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#include "gui/controls/guiTextCtrl.h"
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#endif
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class GuiTabPageCtrl : public GuiTextCtrl
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{
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private:
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typedef GuiTextCtrl Parent;
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Point2I mMinSize;
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S32 mTabIndex;
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public:
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GuiTabPageCtrl();
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DECLARE_CONOBJECT(GuiTabPageCtrl);
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static void initPersistFields();
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bool onWake(); ///< The page awakens (becomes active)!
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void onSleep(); ///< The page sleeps (zzzzZZ - becomes inactive)
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GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1); ///< Find which control is hit by the mouse starting at a specified layer
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void onMouseDown(const GuiEvent &event); ///< Called when a mouseDown event occurs
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void onMouseDownEditor(const GuiEvent &event, Point2I offset ); ///< Called when a mouseDown event occurs and the GUI editor is active
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S32 getTabIndex(void) { return mTabIndex; } ///< Get the tab index of this control
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//only cycle tabs through the current window, so overwrite the method
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GuiControl* findNextTabable(GuiControl *curResponder, bool firstCall = true);
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GuiControl* findPrevTabable(GuiControl *curResponder, bool firstCall = true);
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bool onKeyDown(const GuiEvent &event); ///< Called when a keyDown event occurs
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void selectWindow(void); ///< Select this window
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void onRender(Point2I offset, const RectI &updateRect); ///< Called when it's time to render this page to the scene
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};
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#endif //_GUI_WINDOW_CTRL_H
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