torque Torque Game Engine Documentation
TGE Version 1.5.2

GuiTreeViewCtrl Class Reference

#include <guiTreeViewCtrl.h>

Inheritance diagram for GuiTreeViewCtrl:

Inheritance graph
[legend]

Enums

enum  TreeState {
  RebuildVisible = BIT(0),
  IsInspector = BIT(1),
  IsEditable = BIT(2),
  ShowTreeLines = BIT(3),
  BuildingVisTree = BIT(4)
}
enum  { MaxIcons = 32 }
enum  Icons {
  Default1 = 0,
  SimGroup1,
  SimGroup2,
  SimGroup3,
  SimGroup4,
  Audio,
  Camera,
  fxFoliageReplicator,
  fxLight,
  fxShapeReplicator,
  fxSunLight,
  Hidden,
  Interior,
  Lightning,
  Lock1,
  Lock2,
  MissionArea,
  Particle,
  Path,
  Pathmarker,
  PhysicalArea,
  Precipitation,
  Shape,
  Sky,
  StaticShape,
  Sun,
  Terrain,
  Trigger,
  Water,
  Default,
  Icon31,
  Icon32
}
enum  mDragMidPointFlags {
  NomDragMidPoint,
  AbovemDragMidPoint,
  BelowmDragMidPoint
}
enum  HitFlags {
  OnIndent = BIT(0),
  OnImage = BIT(1),
  OnText = BIT(2),
  OnRow = BIT(3)
}
enum  BmpIndices {
  BmpDunno,
  BmpLastChild,
  BmpChild,
  BmpExp,
  BmpExpN,
  BmpExpP,
  BmpExpPN,
  BmpCon,
  BmpConN,
  BmpConP,
  BmpConPN,
  BmpLine,
  BmpGlow
}

Public Member Functions

 GuiTreeViewCtrl ()
virtual ~GuiTreeViewCtrl ()
void syncSelection ()
 Used for syncing the mSelected and mSelectedItems lists.
void lockSelection (bool lock)
void hideSelection (bool hide)
void addSelection (S32 itemId)
void removeSelection (S32 itemId)
 Should use addSelection and removeSelection when calling from script instead of setItemSelected.
bool setItemSelected (S32 itemId, bool select)
 Sets the flag of the item with the matching itemId.
bool setItemExpanded (S32 itemId, bool expand)
bool setItemValue (S32 itemId, StringTableEntry Value)
const char * getItemText (S32 itemId)
const char * getItemValue (S32 itemId)
StringTableEntry getTextToRoot (S32 itemId, const char *delimiter="")
ItemgetItem (S32 itemId)
ItemcreateItem (S32 icon)
bool editItem (S32 itemId, const char *newText, const char *newValue)
void unlinkItem (Item *item)
S32 insertItem (S32 parentId, const char *text, const char *value="", const char *iconString="", S16 normalImage=0, S16 expandedImage=1)
bool removeItem (S32 itemId)
void removeAllChildren (S32 itemId)
bool buildIconTable (const char *icons)
void setInstantGroup (SimObject *obj)
S32 getIcon (const char *iconString)
const S32 getFirstRootItem () const
S32 getChildItem (S32 itemId)
S32 getParentItem (S32 itemId)
S32 getNextSiblingItem (S32 itemId)
S32 getPrevSiblingItem (S32 itemId)
S32 getItemCount ()
S32 getSelectedItem ()
S32 getSelectedItem (S32 index)
S32 getSelectedItemsCount ()
void moveItemUp (S32 itemId)
void moveItemDown (S32 itemId)
bool scrollVisible (Item *item)
bool scrollVisible (S32 itemId)
void deleteSelection ()
void clearSelection ()
S32 findItemByName (const char *name)
S32 findItemByObjectId (S32 iObjId)
bool onWake ()
 Called when this object is asked to wake up returns true if it's actually awake at the end.
void onSleep ()
 Called when this object is asked to sleep.
void onPreRender ()
 Do special pre-render proecessing.
bool onKeyDown (const GuiEvent &event)
 Happens when a key is depressed.
void onMouseDown (const GuiEvent &event)
void onMiddleMouseDown (const GuiEvent &event)
void onMouseMove (const GuiEvent &event)
void onMouseEnter (const GuiEvent &event)
void onMouseLeave (const GuiEvent &event)
void onRightMouseDown (const GuiEvent &event)
void onMouseDragged (const GuiEvent &event)
void onMouseUp (const GuiEvent &event)
bool childSearch (Item *item, SimObject *obj, bool yourBaby)
 Returns false if the object is a child of one of the inner items.
void inspectorSearch (Item *item, Item *parent, SimSet *parentSet, SimSet *newParentSet)
 Find immediately available inspector items (eg ones that aren't children of other inspector items) and then update their sets.
void onRenderCell (Point2I offset, Point2I cell, bool, bool)
void onRender (Point2I offset, const RectI &updateRect)
 Called when this control is to render itself.
void inspectObject (SimObject *obj, bool okToEdit)
void buildVisibleTree (bool bForceFullUpdate=false)
 DECLARE_CONOBJECT (GuiTreeViewCtrl)

Static Public Member Functions

static void initPersistFields ()
 Register dynamic fields in a subclass of ConsoleObject.

Data Fields

Vector< Item * > mItems
Vector< Item * > mVisibleItems
Vector< Item * > mSelectedItems
Vector< S32mSelected
 Used for tracking stuff that was selected, but may not have been created at time of selection.
S32 mItemCount
ItemmItemFreeList
 We do our own free list, as we we want to be able to recycle item ids and do some other clever things.
ItemmRoot
S32 mInstantGroup
S32 mMaxWidth
S32 mSelectedItem
S32 mDraggedToItem
S32 mTempItem
S32 mStart
BitSet32 mFlags

Protected Member Functions

void destroyChildren (Item *item, Item *parent)
void destroyItem (Item *item)
void destroyTree ()
void deleteItem (Item *item)
void buildItem (Item *item, U32 tabLevel, bool bForceFullUpdate=false)
bool hitTest (const Point2I &pnt, Item *&item, BitSet32 &flags)
virtual bool onVirtualParentBuild (Item *item, bool bForceFullUpdate=false)
virtual bool onVirtualParentExpand (Item *item)
virtual bool onVirtualParentCollapse (Item *item)
virtual void onItemSelected (Item *item)
void addInspectorDataItem (Item *parent, SimObject *obj)

Protected Attributes

TextureHandle mIconTable [MaxIcons]
bool mDebug
S32 mTabSize
S32 mTextOffset
bool mFullRowSelect
S32 mItemHeight
bool mDestroyOnSleep
bool mSupportMouseDragging
bool mMultipleSelections
bool mDeleteObjectAllowed
bool mDragToItemAllowed
S32 mOldDragY
S32 mCurrentDragCell
S32 mPreviousDragCell
S32 mDragMidPoint
bool mMouseDragged
StringTableEntry mBitmapBase
TextureHandle mTexRollover
TextureHandle mTexSelected
S32 mTicksPassed
S32 mTreeRefreshInterval
ColorI mAltFontColor
ColorI mAltFontColorHL
ColorI mAltFontColorSE
SimObjectPtr< SimObjectmRootObject

Private Types

typedef GuiArrayCtrl Parent

Data Structures

struct  Item

Member Typedef Documentation

Reimplemented from GuiArrayCtrl.

Reimplemented in GuiDirectoryTreeCtrl.


Member Enumeration Documentation

Enumerator:
RebuildVisible  Temporary flag, we have to rebuild the tree.
IsInspector  We are mapping a SimObject hierarchy.
IsEditable  We allow items to be moved around.
ShowTreeLines  Should we render tree lines or just icons?
BuildingVisTree  We are currently building the visible tree (prevent recursion).

anonymous enum [protected]

Enumerator:
MaxIcons 

enum GuiTreeViewCtrl::Icons [protected]

Enumerator:
Default1 
SimGroup1 
SimGroup2 
SimGroup3 
SimGroup4 
Audio 
Camera 
fxFoliageReplicator 
fxLight 
fxShapeReplicator 
fxSunLight 
Hidden 
Interior 
Lightning 
Lock1 
Lock2 
MissionArea 
Particle 
Path 
Pathmarker 
PhysicalArea 
Precipitation 
Shape 
Sky 
StaticShape 
Sun 
Terrain 
Trigger 
Water 
Default 
Icon31 
Icon32 

Enumerator:
NomDragMidPoint 
AbovemDragMidPoint 
BelowmDragMidPoint 

enum GuiTreeViewCtrl::HitFlags [protected]

Enumerator:
OnIndent 
OnImage 
OnText 
OnRow 

enum GuiTreeViewCtrl::BmpIndices [protected]

Enumerator:
BmpDunno 
BmpLastChild 
BmpChild 
BmpExp 
BmpExpN 
BmpExpP 
BmpExpPN 
BmpCon 
BmpConN 
BmpConP 
BmpConPN 
BmpLine 
BmpGlow 


Constructor & Destructor Documentation

GuiTreeViewCtrl::GuiTreeViewCtrl (  ) 

virtual GuiTreeViewCtrl::~GuiTreeViewCtrl (  )  [virtual]


Member Function Documentation

void GuiTreeViewCtrl::destroyChildren ( Item item,
Item parent 
) [protected]

void GuiTreeViewCtrl::destroyItem ( Item item  )  [protected]

void GuiTreeViewCtrl::destroyTree (  )  [protected]

void GuiTreeViewCtrl::deleteItem ( Item item  )  [protected]

void GuiTreeViewCtrl::buildItem ( Item item,
U32  tabLevel,
bool  bForceFullUpdate = false 
) [protected]

bool GuiTreeViewCtrl::hitTest ( const Point2I pnt,
Item *&  item,
BitSet32 flags 
) [protected]

virtual bool GuiTreeViewCtrl::onVirtualParentBuild ( Item item,
bool  bForceFullUpdate = false 
) [protected, virtual]

virtual bool GuiTreeViewCtrl::onVirtualParentExpand ( Item item  )  [protected, virtual]

virtual bool GuiTreeViewCtrl::onVirtualParentCollapse ( Item item  )  [protected, virtual]

virtual void GuiTreeViewCtrl::onItemSelected ( Item item  )  [protected, virtual]

void GuiTreeViewCtrl::addInspectorDataItem ( Item parent,
SimObject obj 
) [protected]

void GuiTreeViewCtrl::syncSelection (  ) 

Used for syncing the mSelected and mSelectedItems lists.

void GuiTreeViewCtrl::lockSelection ( bool  lock  ) 

void GuiTreeViewCtrl::hideSelection ( bool  hide  ) 

void GuiTreeViewCtrl::addSelection ( S32  itemId  ) 

void GuiTreeViewCtrl::removeSelection ( S32  itemId  ) 

Should use addSelection and removeSelection when calling from script instead of setItemSelected.

Use setItemSelected when you want to select something in the treeview as it has script call backs.

bool GuiTreeViewCtrl::setItemSelected ( S32  itemId,
bool  select 
)

Sets the flag of the item with the matching itemId.

bool GuiTreeViewCtrl::setItemExpanded ( S32  itemId,
bool  expand 
)

bool GuiTreeViewCtrl::setItemValue ( S32  itemId,
StringTableEntry  Value 
)

const char* GuiTreeViewCtrl::getItemText ( S32  itemId  ) 

const char* GuiTreeViewCtrl::getItemValue ( S32  itemId  ) 

StringTableEntry GuiTreeViewCtrl::getTextToRoot ( S32  itemId,
const char *  delimiter = "" 
)

Item* GuiTreeViewCtrl::getItem ( S32  itemId  ) 

Item* GuiTreeViewCtrl::createItem ( S32  icon  ) 

bool GuiTreeViewCtrl::editItem ( S32  itemId,
const char *  newText,
const char *  newValue 
)

void GuiTreeViewCtrl::unlinkItem ( Item item  ) 

S32 GuiTreeViewCtrl::insertItem ( S32  parentId,
const char *  text,
const char *  value = "",
const char *  iconString = "",
S16  normalImage = 0,
S16  expandedImage = 1 
)

bool GuiTreeViewCtrl::removeItem ( S32  itemId  ) 

void GuiTreeViewCtrl::removeAllChildren ( S32  itemId  ) 

bool GuiTreeViewCtrl::buildIconTable ( const char *  icons  ) 

Reimplemented in GuiDirectoryTreeCtrl.

void GuiTreeViewCtrl::setInstantGroup ( SimObject obj  ) 

S32 GuiTreeViewCtrl::getIcon ( const char *  iconString  ) 

const S32 GuiTreeViewCtrl::getFirstRootItem (  )  const

S32 GuiTreeViewCtrl::getChildItem ( S32  itemId  ) 

S32 GuiTreeViewCtrl::getParentItem ( S32  itemId  ) 

S32 GuiTreeViewCtrl::getNextSiblingItem ( S32  itemId  ) 

S32 GuiTreeViewCtrl::getPrevSiblingItem ( S32  itemId  ) 

S32 GuiTreeViewCtrl::getItemCount (  ) 

S32 GuiTreeViewCtrl::getSelectedItem (  ) 

S32 GuiTreeViewCtrl::getSelectedItem ( S32  index  ) 

S32 GuiTreeViewCtrl::getSelectedItemsCount (  )  [inline]

void GuiTreeViewCtrl::moveItemUp ( S32  itemId  ) 

void GuiTreeViewCtrl::moveItemDown ( S32  itemId  ) 

bool GuiTreeViewCtrl::scrollVisible ( Item item  ) 

bool GuiTreeViewCtrl::scrollVisible ( S32  itemId  ) 

void GuiTreeViewCtrl::deleteSelection (  ) 

void GuiTreeViewCtrl::clearSelection (  ) 

S32 GuiTreeViewCtrl::findItemByName ( const char *  name  ) 

S32 GuiTreeViewCtrl::findItemByObjectId ( S32  iObjId  ) 

bool GuiTreeViewCtrl::onWake (  )  [virtual]

Called when this object is asked to wake up returns true if it's actually awake at the end.

Reimplemented from GuiArrayCtrl.

Reimplemented in GuiDirectoryTreeCtrl.

void GuiTreeViewCtrl::onSleep (  )  [virtual]

Called when this object is asked to sleep.

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onPreRender (  )  [virtual]

Do special pre-render proecessing.

Reimplemented from GuiControl.

bool GuiTreeViewCtrl::onKeyDown ( const GuiEvent event  )  [virtual]

Happens when a key is depressed.

Parameters:
event Event descriptor (which contains the key)

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onMouseDown ( const GuiEvent event  )  [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onMiddleMouseDown ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiTreeViewCtrl::onMouseMove ( const GuiEvent event  )  [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onMouseEnter ( const GuiEvent event  )  [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onMouseLeave ( const GuiEvent event  )  [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onRightMouseDown ( const GuiEvent event  )  [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onMouseDragged ( const GuiEvent event  )  [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onMouseUp ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

bool GuiTreeViewCtrl::childSearch ( Item item,
SimObject obj,
bool  yourBaby 
)

Returns false if the object is a child of one of the inner items.

void GuiTreeViewCtrl::inspectorSearch ( Item item,
Item parent,
SimSet parentSet,
SimSet newParentSet 
)

Find immediately available inspector items (eg ones that aren't children of other inspector items) and then update their sets.

void GuiTreeViewCtrl::onRenderCell ( Point2I  offset,
Point2I  cell,
bool  ,
bool   
) [virtual]

Reimplemented from GuiArrayCtrl.

void GuiTreeViewCtrl::onRender ( Point2I  offset,
const RectI updateRect 
) [virtual]

Called when this control is to render itself.

Parameters:
offset The location this control is to begin rendering
updateRect The screen area this control has drawing access to

Reimplemented from GuiArrayCtrl.

static void GuiTreeViewCtrl::initPersistFields (  )  [static]

Register dynamic fields in a subclass of ConsoleObject.

See also:
addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup()

Reimplemented from GuiControl.

void GuiTreeViewCtrl::inspectObject ( SimObject obj,
bool  okToEdit 
)

void GuiTreeViewCtrl::buildVisibleTree ( bool  bForceFullUpdate = false  ) 

GuiTreeViewCtrl::DECLARE_CONOBJECT ( GuiTreeViewCtrl   ) 


Field Documentation

Used for tracking stuff that was selected, but may not have been created at time of selection.

We do our own free list, as we we want to be able to recycle item ids and do some other clever things.

TextureHandle GuiTreeViewCtrl::mIconTable[MaxIcons] [protected]

bool GuiTreeViewCtrl::mDebug [protected]

TextureHandle GuiTreeViewCtrl::mTexRollover [protected]

TextureHandle GuiTreeViewCtrl::mTexSelected [protected]




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