GuiGameListMenuCtrl Class Reference#include <guiGameListMenuCtrl.h>
Inheritance diagram for GuiGameListMenuCtrl: ![]() Detailed DescriptionA base class for cross platform menu controls that are gamepad friendly.
Member Typedef Documentation
Constructor & Destructor Documentation
Member Function Documentation
Sets the selected row. Only rows that are enabled can be selected. Input is clamped to [0, mRows.size())
Determines if the specified row is enabled or disabled.
Sets a row's enabled status according to the given parameters.
Gets the label displayed on the specified row.
Sets the label on the given row.
Adds a row to the control.
Activates the current row. The script callback of the current row will be called (if it has one).
Gets the number of rows in the control.
Called when this control is to render itself.
Reimplemented from GuiControl. Reimplemented in GuiGameListOptionsCtrl.
Callback when the object is registered with the sim.
Reimplemented from GuiControl.
Callback when a key is pressed.
Reimplemented from GuiControl. Reimplemented in GuiGameListOptionsCtrl. Callback when a key is repeating.
Reimplemented from GuiControl. Reimplemented in GuiGameListOptionsCtrl. Callback when the mouse button is clicked on the control.
Reimplemented from GuiControl. Callback when the mouse is dragged on the control.
Reimplemented from GuiControl. Callback when the mouse leaves the control.
Reimplemented from GuiControl. Callback when the mouse is moving over this control.
Reimplemented from GuiControl. Callback when the mouse button is released.
Reimplemented from GuiControl. Reimplemented in GuiGameListOptionsCtrl. Callback when the gamepad axis is activated.
Reimplemented from GuiControl. Callback when the gamepad axis is activated.
Reimplemented from GuiControl.
Initializes fields accessible through the console.
Reimplemented from GuiControl. Reimplemented in GuiGameListOptionsCtrl.
Adds a row to the control.
Determines if the given index is a valid row index. Any index pointing at an existing row is valid.
Sets the script variable $ThisControl to reflect this control.
Called to implement debug rendering which displays colored lines to provide visual feedback on extents and hit zones.
Reimplemented in GuiGameListOptionsCtrl. Looks up the row having a hit area at the given global point.
Checks to make sure our control has a profile of the correct type.
Reimplemented in GuiGameListOptionsCtrl.
Enforces the validity of the fields on this control and its profile (if the profile is valid, see: hasValidProfile).
Reimplemented in GuiGameListOptionsCtrl.
Evaluates some script. If the command is empty then nothing is evaluated.
Recalculates the height of this control based on the stored row height and and padding on the rows.
Reimplemented from GuiControl.
Makes sure the height will allow all rows to be displayed without being truncated.
Sets the first enabled row as selected. If there are no enabled rows then selected will be set to NO_ROW. Changes the currently selected row.
Member Data Documentation
Indicates a query result of no row found.
Indicates a row has no extra icon available.
Script callback when the 'A' button is pressed.
Script callback when the 'B' button is pressed.
Script callback when the 'X' button is pressed.
Script callback when the 'Y' button is pressed.
Determines when to show debug render lines.
Holds data wrappers on all the rows we have.
index of the currently selected row
index of the currently highlighted row
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