mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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This resolves menu order, cleanup and close/re-open issues, as well as crashes on close. It also modifies the look slightly to look closer to the windows menubar to keep a cohesive look regardless of platform.
233 lines
8.6 KiB
C++
233 lines
8.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIMENUBAR_H_
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#define _GUIMENUBAR_H_
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#ifndef _GUITEXTLISTCTRL_H_
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#include "gui/controls/guiTextListCtrl.h"
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#endif
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#ifndef _GUITICKCTRL_H_
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#include "gui/shiny/guiTickCtrl.h"
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#endif
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class GuiMenuBar;
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class GuiMenuTextListCtrl;
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class WindowInputGenerator;
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class GuiMenuBackgroundCtrl : public GuiControl
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{
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typedef GuiControl Parent;
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protected:
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GuiMenuBar *mMenuBarCtrl;
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GuiMenuTextListCtrl *mTextList;
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public:
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GuiMenuBackgroundCtrl(GuiMenuBar *ctrl, GuiMenuTextListCtrl* textList);
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void onMouseDown(const GuiEvent &event);
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void onMouseMove(const GuiEvent &event);
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void onMouseDragged(const GuiEvent &event);
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};
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class GuiSubmenuBackgroundCtrl : public GuiMenuBackgroundCtrl
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{
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typedef GuiMenuBackgroundCtrl Parent;
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public:
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GuiSubmenuBackgroundCtrl(GuiMenuBar *ctrl, GuiMenuTextListCtrl* textList);
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bool pointInControl(const Point2I & parentCoordPoint);
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void onMouseDown(const GuiEvent &event);
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};
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//------------------------------------------------------------------------------
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class GuiMenuTextListCtrl : public GuiTextListCtrl
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{
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private:
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typedef GuiTextListCtrl Parent;
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protected:
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GuiMenuBar *mMenuBarCtrl;
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public:
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bool isSubMenu; // Indicates that this text list is in a submenu
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GuiMenuTextListCtrl(); // for inheritance
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GuiMenuTextListCtrl(GuiMenuBar *ctrl);
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// GuiControl overloads:
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bool onKeyDown(const GuiEvent &event);
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void onMouseDown(const GuiEvent &event);
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void onMouseUp(const GuiEvent &event);
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void onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver);
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virtual void onCellHighlighted(Point2I cell); // Added
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};
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//------------------------------------------------------------------------------
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class GuiMenuBar : public GuiTickCtrl // Was: GuiControl
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{
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typedef GuiTickCtrl Parent; // Was: GuiControl Parent;
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public:
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struct Menu;
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struct MenuItem // an individual item in a pull-down menu
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{
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char *text; // the text of the menu item
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U32 id; // a script-assigned identifier
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char *accelerator; // the keyboard accelerator shortcut for the menu item
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U32 acceleratorIndex; // index of this accelerator
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bool enabled; // true if the menu item is selectable
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bool visible; // true if the menu item is visible
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S32 bitmapIndex; // index of the bitmap in the bitmap array
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S32 checkGroup; // the group index of the item visa vi check marks -
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// only one item in the group can be checked.
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MenuItem *nextMenuItem; // next menu item in the linked list
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bool isSubmenu; // This menu item has a submenu that will be displayed
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Menu* submenuParentMenu; // For a submenu, this is the parent menu
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Menu* submenu;
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String cmd;
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};
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struct Menu
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{
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char *text;
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U32 id;
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RectI bounds;
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bool visible;
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S32 bitmapIndex; // Index of the bitmap in the bitmap array (-1 = no bitmap)
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bool drawBitmapOnly; // Draw only the bitmap and not the text
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bool drawBorder; // Should a border be drawn around this menu (usually if we only have a bitmap, we don't want a border)
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Menu *nextMenu;
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MenuItem *firstMenuItem;
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};
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GuiMenuBackgroundCtrl *mBackground;
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GuiMenuTextListCtrl *mTextList;
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GuiSubmenuBackgroundCtrl *mSubmenuBackground; // Background for a submenu
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GuiMenuTextListCtrl *mSubmenuTextList; // Text list for a submenu
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Vector<Menu*> mMenuList;
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Menu *mouseDownMenu;
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Menu *mouseOverMenu;
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MenuItem* mouseDownSubmenu; // Stores the menu item that is a submenu that has been selected
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MenuItem* mouseOverSubmenu; // Stores the menu item that is a submenu that has been highlighted
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bool menuBarDirty;
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U32 mCurAcceleratorIndex;
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Point2I maxBitmapSize;
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S32 mCheckmarkBitmapIndex; // Index in the bitmap array to use for the check mark image
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S32 mPadding;
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S32 mHorizontalMargin; // Left and right margin around the text of each menu
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S32 mVerticalMargin; // Top and bottom margin around the text of each menu
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S32 mBitmapMargin; // Margin between a menu's bitmap and text
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// Used to keep track of the amount of ticks that the mouse is hovering
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// over a menu.
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S32 mMouseOverCounter;
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bool mCountMouseOver;
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S32 mMouseHoverAmount;
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GuiMenuBar();
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bool onWake();
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void onSleep();
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// internal menu handling functions
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// these are used by the script manipulation functions to add/remove/change menu items
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static Menu* sCreateMenu(const char *menuText, U32 menuId);
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void addMenu(Menu *menu, S32 pos = -1);
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void addMenu(const char *menuText, U32 menuId);
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Menu *findMenu(const char *menu); // takes either a menu text or a string id
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static MenuItem *findMenuItem(Menu *menu, const char *menuItem); // takes either a menu text or a string id
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void removeMenu(Menu *menu);
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static void removeMenuItem(Menu *menu, MenuItem *menuItem);
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static MenuItem* addMenuItem(Menu *menu, const char *text, U32 id, const char *accelerator, S32 checkGroup, const char *cmd);
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static MenuItem* addMenuItem(Menu *menu, MenuItem *menuItem);
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static void clearMenuItems(Menu *menu);
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void clearMenus();
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void attachToMenuBar(Menu* menu, S32 pos = -1);
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void removeFromMenuBar(Menu* menu);
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// Methods to deal with submenus
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static MenuItem* findSubmenuItem(Menu *menu, const char *menuItem, const char *submenuItem);
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static MenuItem* findSubmenuItem(MenuItem *menuItem, const char *submenuItem);
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static void addSubmenuItem(Menu *menu, MenuItem *submenu, const char *text, U32 id, const char *accelerator, S32 checkGroup);
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static void addSubmenuItem(Menu *menu, MenuItem *submenu, MenuItem *newMenuItem );
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static void removeSubmenuItem(MenuItem *menuItem, MenuItem *submenuItem);
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static void clearSubmenuItems(MenuItem *menuitem);
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void onSubmenuAction(S32 selectionIndex, const RectI& bounds, Point2I cellSize);
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void closeSubmenu();
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void checkSubmenuMouseMove(const GuiEvent &event);
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MenuItem *findHitMenuItem(Point2I mousePoint);
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void highlightedMenuItem(S32 selectionIndex, const RectI& bounds, Point2I cellSize); // Called whenever a menu item is highlighted by the mouse
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// display/mouse functions
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Menu *findHitMenu(Point2I mousePoint);
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// Called when the GUI theme changes and a bitmap arrary may need updating
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// void onThemeChange();
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void onPreRender();
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void onRender(Point2I offset, const RectI &updateRect);
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void checkMenuMouseMove(const GuiEvent &event);
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void onMouseMove(const GuiEvent &event);
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void onMouseLeave(const GuiEvent &event);
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void onMouseDown(const GuiEvent &event);
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void onMouseDragged(const GuiEvent &event);
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void onMouseUp(const GuiEvent &event);
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void onAction();
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void closeMenu();
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void buildWindowAcceleratorMap( WindowInputGenerator &inputGenerator );
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void removeWindowAcceleratorMap( WindowInputGenerator &inputGenerator );
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void acceleratorKeyPress(U32 index);
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virtual void menuItemSelected(Menu *menu, MenuItem *item);
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// Added to support 'ticks'
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void processTick();
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiMenuBar);
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DECLARE_CALLBACK( void, onMouseInMenu, ( bool hasLeftMenu ));
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DECLARE_CALLBACK( void, onMenuSelect, ( S32 menuId, const char* menuText ));
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DECLARE_CALLBACK( void, onMenuItemSelect, ( S32 menuId, const char* menuText, S32 menuItemId, const char* menuItemText ));
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DECLARE_CALLBACK( void, onSubmenuSelect, ( S32 submenuId, const char* submenuText ));
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};
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#endif
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