fixed lots of tabs and space

This commit is contained in:
Thomas "elfprince13" Dickerson 2017-01-06 18:04:28 -05:00
parent d30a3f9271
commit bb38a40bcb
53 changed files with 2695 additions and 2695 deletions

View file

@ -52,42 +52,42 @@
IMPLEMENT_CONOBJECT(GuiCanvas);
ConsoleDocClass( GuiCanvas,
"@brief A canvas on which rendering occurs.\n\n"
"@brief A canvas on which rendering occurs.\n\n"
"@section GuiCanvas_contents What a GUICanvas Can Contain...\n\n"
"@section GuiCanvas_contents What a GUICanvas Can Contain...\n\n"
"@subsection GuiCanvas_content_contentcontrol Content Control\n"
"A content control is the top level GuiControl for a screen. This GuiControl "
"will be the parent control for all other GuiControls on that particular "
"screen.\n\n"
"@subsection GuiCanvas_content_contentcontrol Content Control\n"
"A content control is the top level GuiControl for a screen. This GuiControl "
"will be the parent control for all other GuiControls on that particular "
"screen.\n\n"
"@subsection GuiCanvas_content_dialogs Dialogs\n\n"
"@subsection GuiCanvas_content_dialogs Dialogs\n\n"
"A dialog is essentially another screen, only it gets overlaid on top of the "
"current content control, and all input goes to the dialog. This is most akin "
"to the \"Open File\" dialog box found in most operating systems. When you "
"choose to open a file, and the \"Open File\" dialog pops up, you can no longer "
"send input to the application, and must complete or cancel the open file "
"request. Torque keeps track of layers of dialogs. The dialog with the highest "
"layer is on top and will get all the input, unless the dialog is "
"modeless, which is a profile option.\n\n"
"A dialog is essentially another screen, only it gets overlaid on top of the "
"current content control, and all input goes to the dialog. This is most akin "
"to the \"Open File\" dialog box found in most operating systems. When you "
"choose to open a file, and the \"Open File\" dialog pops up, you can no longer "
"send input to the application, and must complete or cancel the open file "
"request. Torque keeps track of layers of dialogs. The dialog with the highest "
"layer is on top and will get all the input, unless the dialog is "
"modeless, which is a profile option.\n\n"
"@see GuiControlProfile\n\n"
"@see GuiControlProfile\n\n"
"@section GuiCanvas_dirty Dirty Rectangles\n\n"
"@section GuiCanvas_dirty Dirty Rectangles\n\n"
"The GuiCanvas is based on dirty regions. "
"Every frame the canvas paints only the areas of the canvas that are 'dirty' "
"or need updating. In most cases, this only is the area under the mouse cursor. "
"This is why if you look in guiCanvas.cc the call to glClear is commented out. "
"What you will see is a black screen, except in the dirty regions, where the "
"screen will be painted normally. If you are making an animated GuiControl "
"you need to add your control to the dirty areas of the canvas.\n\n"
"The GuiCanvas is based on dirty regions. "
"Every frame the canvas paints only the areas of the canvas that are 'dirty' "
"or need updating. In most cases, this only is the area under the mouse cursor. "
"This is why if you look in guiCanvas.cc the call to glClear is commented out. "
"What you will see is a black screen, except in the dirty regions, where the "
"screen will be painted normally. If you are making an animated GuiControl "
"you need to add your control to the dirty areas of the canvas.\n\n"
"@see GuiControl\n\n"
"@see GuiControl\n\n"
"@ingroup GuiCore\n");
"@ingroup GuiCore\n");
ColorI gCanvasClearColor( 255, 0, 255 ); ///< For GFX->clear
@ -209,29 +209,29 @@ bool GuiCanvas::onAdd()
//If we're recording, store the intial video resolution
if (Journal::IsRecording())
{
Journal::Write(vm.resolution.x);
Journal::Write(vm.resolution.y);
Journal::Write(vm.fullScreen);
Journal::Write(vm.resolution.x);
Journal::Write(vm.resolution.y);
Journal::Write(vm.fullScreen);
}
//If we're playing, read the intial video resolution from the journal
if (Journal::IsPlaying())
{
Journal::Read(&vm.resolution.x);
Journal::Read(&vm.resolution.y);
Journal::Read(&vm.fullScreen);
Journal::Read(&vm.resolution.x);
Journal::Read(&vm.resolution.y);
Journal::Read(&vm.fullScreen);
}
if (a && a->mType != NullDevice)
{
mPlatformWindow = WindowManager->createWindow(newDevice, vm);
//Disable window resizing if recording ir playing a journal
if (Journal::IsRecording() || Journal::IsPlaying())
mPlatformWindow->lockSize(true);
// Set a minimum on the window size so people can't break us by resizing tiny.
mPlatformWindow->setMinimumWindowSize(Point2I(640,480));
//Disable window resizing if recording ir playing a journal
if (Journal::IsRecording() || Journal::IsPlaying())
mPlatformWindow->lockSize(true);
// Set a minimum on the window size so people can't break us by resizing tiny.
mPlatformWindow->setMinimumWindowSize(Point2I(640,480));
// Now, we have to hook in our event callbacks so we'll get
// appropriate events from the window.
@ -326,12 +326,12 @@ CanvasSizeChangeSignal GuiCanvas::smCanvasSizeChangeSignal;
void GuiCanvas::handleResize( WindowId did, S32 width, S32 height )
{
getCanvasSizeChangeSignal().trigger(this);
if (Journal::IsPlaying() && mPlatformWindow)
{
mPlatformWindow->lockSize(false);
mPlatformWindow->setSize(Point2I(width, height));
mPlatformWindow->lockSize(true);
}
if (Journal::IsPlaying() && mPlatformWindow)
{
mPlatformWindow->lockSize(false);
mPlatformWindow->setSize(Point2I(width, height));
mPlatformWindow->lockSize(true);
}
// Notify the scripts
if ( isMethod( "onResize" ) )
@ -342,9 +342,9 @@ void GuiCanvas::handlePaintEvent(WindowId did)
{
bool canRender = mPlatformWindow->isVisible() && GFX->allowRender() && !GFX->canCurrentlyRender();
// Do the screenshot first.
// Do the screenshot first.
if ( gScreenShot != NULL && gScreenShot->isPending() && canRender )
gScreenShot->capture( this );
gScreenShot->capture( this );
// If the video capture is waiting for a canvas, start the capture
if ( VIDCAP->isWaitingForCanvas() && canRender )
@ -560,19 +560,19 @@ bool GuiCanvas::tabNext(void)
//save the old
GuiControl *oldResponder = mFirstResponder;
GuiControl* newResponder = ctrl->findNextTabable(mFirstResponder);
GuiControl* newResponder = ctrl->findNextTabable(mFirstResponder);
if ( !newResponder )
newResponder = ctrl->findFirstTabable();
if ( newResponder && newResponder != oldResponder )
{
newResponder->setFirstResponder();
if ( newResponder && newResponder != oldResponder )
{
newResponder->setFirstResponder();
// CodeReview Can this get killed? Note tabPrev code. BJG - 3/25/07
// if ( oldResponder )
// oldResponder->onLoseFirstResponder();
// if ( oldResponder )
// oldResponder->onLoseFirstResponder();
return true;
}
}
}
return false;
}
@ -585,30 +585,30 @@ bool GuiCanvas::tabPrev(void)
//save the old
GuiControl *oldResponder = mFirstResponder;
GuiControl* newResponder = ctrl->findPrevTabable(mFirstResponder);
if ( !newResponder )
GuiControl* newResponder = ctrl->findPrevTabable(mFirstResponder);
if ( !newResponder )
newResponder = ctrl->findLastTabable();
if ( newResponder && newResponder != oldResponder )
{
newResponder->setFirstResponder();
if ( newResponder && newResponder != oldResponder )
{
newResponder->setFirstResponder();
// CodeReview As with tabNext() above, looks like this can now go. DAW - 7/05/09
//if ( oldResponder )
// oldResponder->onLoseFirstResponder();
//if ( oldResponder )
// oldResponder->onLoseFirstResponder();
return true;
}
}
}
return false;
}
bool GuiCanvas::processInputEvent(InputEventInfo &inputEvent)
{
// First call the general input handler (on the extremely off-chance that it will be handled):
if (mFirstResponder && mFirstResponder->onInputEvent(inputEvent))
// First call the general input handler (on the extremely off-chance that it will be handled):
if (mFirstResponder && mFirstResponder->onInputEvent(inputEvent))
{
return(true);
return(true);
}
switch (inputEvent.deviceType)
@ -1786,9 +1786,9 @@ void GuiCanvas::renderFrame(bool preRenderOnly, bool bufferSwap /* = true */)
addUpdateRegion(pos - Point2I(2, 2), Point2I(cext.x + 4, cext.y + 4));
}
mLastCursorEnabled = cursorVisible;
mLastCursor = mouseCursor;
mLastCursorPt = cursorPos;
mLastCursorEnabled = cursorVisible;
mLastCursor = mouseCursor;
mLastCursorPt = cursorPos;
// Begin GFX
PROFILE_START(GFXBeginScene);
@ -1830,7 +1830,7 @@ void GuiCanvas::renderFrame(bool preRenderOnly, bool bufferSwap /* = true */)
resetUpdateRegions();
// Make sure we have a clean matrix state
// Make sure we have a clean matrix state
// before we start rendering anything!
GFX->setWorldMatrix( MatrixF::Identity );
GFX->setViewMatrix( MatrixF::Identity );
@ -2039,46 +2039,46 @@ void GuiCanvas::resetUpdateRegions()
void GuiCanvas::setFirstResponder( GuiControl* newResponder )
{
GuiControl* oldResponder = mFirstResponder;
Parent::setFirstResponder( newResponder );
GuiControl* oldResponder = mFirstResponder;
Parent::setFirstResponder( newResponder );
if( oldResponder == mFirstResponder )
return;
if( oldResponder && ( oldResponder != newResponder ) )
oldResponder->onLoseFirstResponder();
if( oldResponder && ( oldResponder != newResponder ) )
oldResponder->onLoseFirstResponder();
if( newResponder && ( newResponder != oldResponder ) )
newResponder->onGainFirstResponder();
}
DefineEngineMethod( GuiCanvas, getContent, S32, (),,
"@brief Get the GuiControl which is being used as the content.\n\n"
"@brief Get the GuiControl which is being used as the content.\n\n"
"@tsexample\n"
"Canvas.getContent();\n"
"@endtsexample\n\n"
"@tsexample\n"
"Canvas.getContent();\n"
"@endtsexample\n\n"
"@return ID of current content control")
"@return ID of current content control")
{
GuiControl *ctrl = object->getContentControl();
GuiControl *ctrl = object->getContentControl();
if(ctrl)
return ctrl->getId();
return -1;
}
DefineEngineMethod( GuiCanvas, setContent, void, (GuiControl* ctrl),,
"@brief Set the content of the canvas to a specified control.\n\n"
"@brief Set the content of the canvas to a specified control.\n\n"
"@param ctrl ID or name of GuiControl to set content to\n\n"
"@param ctrl ID or name of GuiControl to set content to\n\n"
"@tsexample\n"
"Canvas.setContent(PlayGui);\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.setContent(PlayGui);\n"
"@endtsexample\n\n")
{
// Not using old error reporting until we modify the engineAPI - mperry
// Not using old error reporting until we modify the engineAPI - mperry
//GuiControl *gui = NULL;
//GuiControl *gui = NULL;
// if(argv[2][0])
// {
// if (!Sim::findObject(argv[2], gui))
@ -2088,11 +2088,11 @@ DefineEngineMethod( GuiCanvas, setContent, void, (GuiControl* ctrl),,
// }
// }
if(!ctrl)
{
Con::errorf("GuiCanvas::setContent - Invalid control specified')");
return;
}
if(!ctrl)
{
Con::errorf("GuiCanvas::setContent - Invalid control specified')");
return;
}
//set the new content control
object->setContentControl(ctrl);
@ -2111,11 +2111,11 @@ ConsoleDocFragment _pushDialog(
);
DefineConsoleMethod( GuiCanvas, pushDialog, void, (const char * ctrlName, S32 layer, bool center), ( 0, false), "(GuiControl ctrl, int layer=0, bool center=false)"
"@hide")
"@hide")
{
GuiControl *gui;
if (! Sim::findObject(ctrlName, gui))
if (! Sim::findObject(ctrlName, gui))
{
Con::printf("pushDialog(): Invalid control: %s", ctrlName);
return;
@ -2148,7 +2148,7 @@ ConsoleDocFragment _popDialog2(
);
DefineConsoleMethod( GuiCanvas, popDialog, void, (GuiControl * gui), (nullAsType<GuiControl*>()), "(GuiControl ctrl=NULL)"
"@hide")
"@hide")
{
if (gui)
object->popDialogControl(gui);
@ -2157,160 +2157,160 @@ DefineConsoleMethod( GuiCanvas, popDialog, void, (GuiControl * gui), (nullAsType
}
ConsoleDocFragment _popLayer1(
"@brief Removes the top most layer of dialogs\n\n"
"@tsexample\n"
"Canvas.popLayer();\n"
"@endtsexample\n\n",
"GuiCanvas",
"void popLayer();"
"@brief Removes the top most layer of dialogs\n\n"
"@tsexample\n"
"Canvas.popLayer();\n"
"@endtsexample\n\n",
"GuiCanvas",
"void popLayer();"
);
ConsoleDocFragment _popLayer2(
"@brief Removes a specified layer of dialogs\n\n"
"@param layer Number of the layer to pop\n\n"
"@tsexample\n"
"Canvas.popLayer(1);\n"
"@endtsexample\n\n",
"GuiCanvas",
"void popLayer(S32 layer);"
"@brief Removes a specified layer of dialogs\n\n"
"@param layer Number of the layer to pop\n\n"
"@tsexample\n"
"Canvas.popLayer(1);\n"
"@endtsexample\n\n",
"GuiCanvas",
"void popLayer(S32 layer);"
);
DefineConsoleMethod( GuiCanvas, popLayer, void, (S32 layer), (0), "(int layer)"
"@hide")
"@hide")
{
object->popDialogControl(layer);
}
DefineEngineMethod( GuiCanvas, cursorOn, void, (),,
"@brief Turns on the mouse cursor.\n\n"
"@tsexample\n"
"Canvas.cursorOn();\n"
"@endtsexample\n\n")
"@brief Turns on the mouse cursor.\n\n"
"@tsexample\n"
"Canvas.cursorOn();\n"
"@endtsexample\n\n")
{
object->setCursorON(true);
object->setCursorON(true);
}
DefineEngineMethod( GuiCanvas, cursorOff, void, (),,
"@brief Turns on the mouse off.\n\n"
"@tsexample\n"
"Canvas.cursorOff();\n"
"@endtsexample\n\n")
"@brief Turns on the mouse off.\n\n"
"@tsexample\n"
"Canvas.cursorOff();\n"
"@endtsexample\n\n")
{
object->setCursorON(false);
object->setCursorON(false);
}
DefineEngineMethod( GuiCanvas, setCursor, void, (GuiCursor* cursor),,
"@brief Sets the cursor for the canvas.\n\n"
"@brief Sets the cursor for the canvas.\n\n"
"@param cursor Name of the GuiCursor to use\n\n"
"@param cursor Name of the GuiCursor to use\n\n"
"@tsexample\n"
"Canvas.setCursor(\"DefaultCursor\");\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.setCursor(\"DefaultCursor\");\n"
"@endtsexample\n\n")
{
if(!cursor)
{
Con::errorf("GuiCanvas::setCursor - Invalid GuiCursor name or ID");
return;
}
object->setCursor(cursor);
if(!cursor)
{
Con::errorf("GuiCanvas::setCursor - Invalid GuiCursor name or ID");
return;
}
object->setCursor(cursor);
}
DefineEngineMethod( GuiCanvas, renderFront, void, ( bool enable ),,
"@brief This turns on/off front-buffer rendering.\n\n"
"@brief This turns on/off front-buffer rendering.\n\n"
"@param enable True if all rendering should be done to the front buffer\n\n"
"@param enable True if all rendering should be done to the front buffer\n\n"
"@tsexample\n"
"Canvas.renderFront(false);\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.renderFront(false);\n"
"@endtsexample\n\n")
{
object->setRenderFront(enable);
object->setRenderFront(enable);
}
DefineEngineMethod( GuiCanvas, showCursor, void, (),,
"@brief Enable rendering of the cursor.\n\n"
"@brief Enable rendering of the cursor.\n\n"
"@tsexample\n"
"Canvas.showCursor();\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.showCursor();\n"
"@endtsexample\n\n")
{
object->showCursor(true);
object->showCursor(true);
}
DefineEngineMethod( GuiCanvas, hideCursor, void, (),,
"@brief Disable rendering of the cursor.\n\n"
"@brief Disable rendering of the cursor.\n\n"
"@tsexample\n"
"Canvas.hideCursor();\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.hideCursor();\n"
"@endtsexample\n\n")
{
object->showCursor(false);
object->showCursor(false);
}
DefineEngineMethod( GuiCanvas, isCursorOn, bool, (),,
"@brief Determines if mouse cursor is enabled.\n\n"
"@brief Determines if mouse cursor is enabled.\n\n"
"@tsexample\n"
"// Is cursor on?\n"
"if(Canvas.isCursorOn())\n"
" echo(\"Canvas cursor is on\");\n"
"@endtsexample\n\n"
"@return Returns true if the cursor is on.\n\n")
"@tsexample\n"
"// Is cursor on?\n"
"if(Canvas.isCursorOn())\n"
" echo(\"Canvas cursor is on\");\n"
"@endtsexample\n\n"
"@return Returns true if the cursor is on.\n\n")
{
return object->isCursorON();
return object->isCursorON();
}
DefineEngineMethod( GuiCanvas, isCursorShown, bool, (),,
"@brief Determines if mouse cursor is rendering.\n\n"
"@brief Determines if mouse cursor is rendering.\n\n"
"@tsexample\n"
"// Is cursor rendering?\n"
"if(Canvas.isCursorShown())\n"
" echo(\"Canvas cursor is rendering\");\n"
"@endtsexample\n\n"
"@return Returns true if the cursor is rendering.\n\n")
"@tsexample\n"
"// Is cursor rendering?\n"
"if(Canvas.isCursorShown())\n"
" echo(\"Canvas cursor is rendering\");\n"
"@endtsexample\n\n"
"@return Returns true if the cursor is rendering.\n\n")
{
return object->isCursorShown();
return object->isCursorShown();
}
DefineEngineMethod( GuiCanvas, repaint, void, ( S32 elapsedMS ), (0),
"@brief Force canvas to redraw.\n"
"@brief Force canvas to redraw.\n"
"If the elapsed time is greater than the time since the last paint "
"then the repaint will be skipped.\n"
"@param elapsedMS The optional elapsed time in milliseconds.\n\n"
"@tsexample\n"
"Canvas.repaint();\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.repaint();\n"
"@endtsexample\n\n")
{
object->repaint(elapsedMS < 0 ? 0 : elapsedMS);
object->repaint(elapsedMS < 0 ? 0 : elapsedMS);
}
DefineEngineMethod( GuiCanvas, reset, void, (),,
"@brief Reset the update regions for the canvas.\n\n"
"@brief Reset the update regions for the canvas.\n\n"
"@tsexample\n"
"Canvas.reset();\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.reset();\n"
"@endtsexample\n\n")
{
object->resetUpdateRegions();
object->resetUpdateRegions();
}
DefineEngineMethod( GuiCanvas, getCursorPos, Point2I, (),,
"@brief Get the current position of the cursor in screen-space. Note that this position"
"@brief Get the current position of the cursor in screen-space. Note that this position"
" might be outside the Torque window. If you want to get the position within the Canvas,"
" call screenToClient on the result.\n\n"
"@see Canvas::screenToClient()\n\n"
"@param param Description\n\n"
"@tsexample\n"
"%cursorPos = Canvas.getCursorPos();\n"
"@endtsexample\n\n"
"@return Screen coordinates of mouse cursor, in format \"X Y\"")
"@param param Description\n\n"
"@tsexample\n"
"%cursorPos = Canvas.getCursorPos();\n"
"@endtsexample\n\n"
"@return Screen coordinates of mouse cursor, in format \"X Y\"")
{
return object->getCursorPos();
return object->getCursorPos();
}
ConsoleDocFragment _setCursorPos1(
@ -2334,21 +2334,21 @@ ConsoleDocFragment _setCursorPos2(
);
DefineConsoleMethod( GuiCanvas, setCursorPos, void, (Point2I pos), , "(Point2I pos)"
"@hide")
"@hide")
{
object->setCursorPos(pos);
}
DefineEngineMethod( GuiCanvas, getMouseControl, S32, (),,
"@brief Gets the gui control under the mouse.\n\n"
"@tsexample\n"
"%underMouse = Canvas.getMouseControl();\n"
"@endtsexample\n\n"
"@brief Gets the gui control under the mouse.\n\n"
"@tsexample\n"
"%underMouse = Canvas.getMouseControl();\n"
"@endtsexample\n\n"
"@return ID of the gui control, if one was found. NULL otherwise")
"@return ID of the gui control, if one was found. NULL otherwise")
{
GuiControl* control = object->getMouseControl();
GuiControl* control = object->getMouseControl();
if (control)
return control->getId();
@ -2356,18 +2356,18 @@ DefineEngineMethod( GuiCanvas, getMouseControl, S32, (),,
}
DefineEngineFunction(excludeOtherInstance, bool, (const char* appIdentifer),,
"@brief Used to exclude/prevent all other instances using the same identifier specified\n\n"
"@brief Used to exclude/prevent all other instances using the same identifier specified\n\n"
"@note Not used on OSX, Xbox, or in Win debug builds\n\n"
"@note Not used on OSX, Xbox, or in Win debug builds\n\n"
"@param appIdentifier Name of the app set up for exclusive use.\n"
"@param appIdentifier Name of the app set up for exclusive use.\n"
"@return False if another app is running that specified the same appIdentifier\n\n"
"@return False if another app is running that specified the same appIdentifier\n\n"
"@ingroup Platform\n"
"@ingroup GuiCore")
"@ingroup Platform\n"
"@ingroup GuiCore")
{
// mac/360 can only run one instance in general.
// mac/360 can only run one instance in general.
#if !defined(TORQUE_OS_MAC) && !defined(TORQUE_OS_XENON) && !defined(TORQUE_DEBUG) && !defined(TORQUE_OS_LINUX)
return Platform::excludeOtherInstances(appIdentifer);
#else
@ -2377,82 +2377,82 @@ DefineEngineFunction(excludeOtherInstance, bool, (const char* appIdentifer),,
}
DefineEngineMethod( GuiCanvas, getExtent, Point2I, (),,
"@brief Returns the dimensions of the canvas\n\n"
"@brief Returns the dimensions of the canvas\n\n"
"@tsexample\n"
"%extent = Canvas.getExtent();\n"
"@endtsexample\n\n"
"@tsexample\n"
"%extent = Canvas.getExtent();\n"
"@endtsexample\n\n"
"@return Width and height of canvas. Formatted as numerical values in a single string \"# #\"")
"@return Width and height of canvas. Formatted as numerical values in a single string \"# #\"")
{
return object->getExtent();
return object->getExtent();
}
DefineEngineMethod( GuiCanvas, setWindowTitle, void, ( const char* newTitle),,
"@brief Change the title of the OS window.\n\n"
"@brief Change the title of the OS window.\n\n"
"@param newTitle String containing the new name\n\n"
"@param newTitle String containing the new name\n\n"
"@tsexample\n"
"Canvas.setWindowTitle(\"Documentation Rocks!\");\n"
"@endtsexample\n\n")
"@tsexample\n"
"Canvas.setWindowTitle(\"Documentation Rocks!\");\n"
"@endtsexample\n\n")
{
object->setWindowTitle(newTitle);
object->setWindowTitle(newTitle);
}
DefineEngineMethod( GuiCanvas, findFirstMatchingMonitor, S32, (const char* name),,
"@brief Find the first monitor index that matches the given name.\n\n"
"@brief Find the first monitor index that matches the given name.\n\n"
"The actual match algorithm depends on the implementation.\n"
"@param name The name to search for.\n\n"
"@return The number of monitors attached to the system, including the default monoitor.")
"@return The number of monitors attached to the system, including the default monoitor.")
{
return PlatformWindowManager::get()->findFirstMatchingMonitor(name);
}
DefineEngineMethod( GuiCanvas, getMonitorCount, S32, (),,
"@brief Gets the number of monitors attached to the system.\n\n"
"@brief Gets the number of monitors attached to the system.\n\n"
"@return The number of monitors attached to the system, including the default monoitor.")
"@return The number of monitors attached to the system, including the default monoitor.")
{
return PlatformWindowManager::get()->getMonitorCount();
}
DefineEngineMethod( GuiCanvas, getMonitorName, const char*, (S32 index),,
"@brief Gets the name of the requested monitor.\n\n"
"@brief Gets the name of the requested monitor.\n\n"
"@param index The monitor index.\n\n"
"@return The name of the requested monitor.")
"@return The name of the requested monitor.")
{
return PlatformWindowManager::get()->getMonitorName(index);
}
DefineEngineMethod( GuiCanvas, getMonitorRect, RectI, (S32 index),,
"@brief Gets the region of the requested monitor.\n\n"
"@brief Gets the region of the requested monitor.\n\n"
"@param index The monitor index.\n\n"
"@return The rectangular region of the requested monitor.")
"@return The rectangular region of the requested monitor.")
{
return PlatformWindowManager::get()->getMonitorRect(index);
}
DefineEngineMethod( GuiCanvas, getVideoMode, const char*, (),,
"@brief Gets the current screen mode as a string.\n\n"
"@brief Gets the current screen mode as a string.\n\n"
"The return string will contain 5 values (width, height, fullscreen, bitdepth, refreshRate). "
"You will need to parse out each one for individual use.\n\n"
"The return string will contain 5 values (width, height, fullscreen, bitdepth, refreshRate). "
"You will need to parse out each one for individual use.\n\n"
"@tsexample\n"
"%screenWidth = getWord(Canvas.getVideoMode(), 0);\n"
"%screenHeight = getWord(Canvas.getVideoMode(), 1);\n"
"%isFullscreen = getWord(Canvas.getVideoMode(), 2);\n"
"%bitdepth = getWord(Canvas.getVideoMode(), 3);\n"
"%refreshRate = getWord(Canvas.getVideoMode(), 4);\n"
"@endtsexample\n\n"
"@tsexample\n"
"%screenWidth = getWord(Canvas.getVideoMode(), 0);\n"
"%screenHeight = getWord(Canvas.getVideoMode(), 1);\n"
"%isFullscreen = getWord(Canvas.getVideoMode(), 2);\n"
"%bitdepth = getWord(Canvas.getVideoMode(), 3);\n"
"%refreshRate = getWord(Canvas.getVideoMode(), 4);\n"
"@endtsexample\n\n"
"@return String formatted with screen width, screen height, screen mode, bit depth, and refresh rate.")
"@return String formatted with screen width, screen height, screen mode, bit depth, and refresh rate.")
{
// Grab the video mode.
// Grab the video mode.
if (!object->getPlatformWindow())
return "";
@ -2463,17 +2463,17 @@ DefineEngineMethod( GuiCanvas, getVideoMode, const char*, (),,
DefineEngineMethod( GuiCanvas, getModeCount, S32, (),,
"@brief Gets the number of modes available on this device.\n\n"
"@brief Gets the number of modes available on this device.\n\n"
"@param param Description\n\n"
"@param param Description\n\n"
"@tsexample\n"
"%modeCount = Canvas.getModeCount()\n"
"@endtsexample\n\n"
"@tsexample\n"
"%modeCount = Canvas.getModeCount()\n"
"@endtsexample\n\n"
"@return The number of video modes supported by the device")
"@return The number of video modes supported by the device")
{
if (!object->getPlatformWindow())
if (!object->getPlatformWindow())
return 0;
// Grab the available mode list from the device.
@ -2485,12 +2485,12 @@ DefineEngineMethod( GuiCanvas, getModeCount, S32, (),,
}
DefineEngineMethod( GuiCanvas, getMode, const char*, (S32 modeId),,
"@brief Gets information on the specified mode of this device.\n\n"
"@param modeId Index of the mode to get data from.\n"
"@return A video mode string given an adapter and mode index.\n\n"
"@see GuiCanvas::getVideoMode()")
"@brief Gets information on the specified mode of this device.\n\n"
"@param modeId Index of the mode to get data from.\n"
"@return A video mode string given an adapter and mode index.\n\n"
"@see GuiCanvas::getVideoMode()")
{
if (!object->getPlatformWindow())
if (!object->getPlatformWindow())
return 0;
// Grab the available mode list from the device.
@ -2515,14 +2515,14 @@ DefineEngineMethod( GuiCanvas, getMode, const char*, (S32 modeId),,
DefineEngineMethod( GuiCanvas, toggleFullscreen, void, (),,
"@brief toggle canvas from fullscreen to windowed mode or back.\n\n"
"@brief toggle canvas from fullscreen to windowed mode or back.\n\n"
"@tsexample\n"
"// If we are in windowed mode, the following will put is in fullscreen\n"
"Canvas.toggleFullscreen();"
"@endtsexample\n\n")
"@tsexample\n"
"// If we are in windowed mode, the following will put is in fullscreen\n"
"Canvas.toggleFullscreen();"
"@endtsexample\n\n")
{
if (Platform::getWebDeployment())
if (Platform::getWebDeployment())
return;
if (!object->getPlatformWindow())
@ -2693,7 +2693,7 @@ DefineConsoleMethod( GuiCanvas, setVideoMode, void,
"\\param fullscreen Specify true to run fullscreen or false to run in a window\n"
"\\param bitDepth [optional] The desired bit-depth. Defaults to the current setting. This parameter is ignored if you are running in a window.\n"
"\\param refreshRate [optional] The desired refresh rate. Defaults to the current setting. This parameter is ignored if you are running in a window"
"\\param antialiasLevel [optional] The level of anti-aliasing to apply 0 = none" )
"\\param antialiasLevel [optional] The level of anti-aliasing to apply 0 = none" )
{
if (!object->getPlatformWindow())
return;