228 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			228 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C++
		
	
	
		
			Executable File
		
	
	
	
	
//-----------------------------------------------------------------------------
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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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