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https://github.com/TorqueGameEngines/Torque3D.git
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Fix stack balancing problems by refactoring execution calls
- Con::executef now uses a template - All public execution functions now restore the console stack upon return - Fixed bad parameters on some callbacks - Reverts get*Arg behavior
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43 changed files with 1781 additions and 358 deletions
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@ -73,7 +73,7 @@ IMPLEMENT_CALLBACK( GuiMLTextCtrl, onURL, void, ( const char* url ),( url ),
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"@see GuiControl\n\n"
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);
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IMPLEMENT_CALLBACK( GuiMLTextCtrl, onResize, void, ( const char* width, const char* maxY ),( width, maxY ),
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IMPLEMENT_CALLBACK( GuiMLTextCtrl, onResize, void, ( S32 width, S32 maxY ),( width, maxY ),
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"@brief Called whenever the control size changes.\n\n"
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"@param width The new width value for the control\n"
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"@param maxY The current maximum allowed Y value for the control\n\n"
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@ -2133,7 +2133,7 @@ textemit:
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processEmitAtoms();
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emitNewLine(mScanPos);
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setHeight( mMaxY );
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onResize_callback(Con::getIntArg( getWidth() ), Con::getIntArg( mMaxY ) );
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onResize_callback( getWidth(), mMaxY );
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//make sure the cursor is still visible - this handles if we're a child of a scroll ctrl...
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ensureCursorOnScreen();
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