CGUISkin Class Reference

#include <CGUISkin.h>

Inheritance diagram for CGUISkin:

IGUISkin IrrUnknown

Public Member Functions

Protected Member Functions


Constructor & Destructor Documentation

CGUISkin ( EGUI_SKIN_TYPE  type,
video::IVideoDriver driver 
)

~CGUISkin (  ) 


Member Function Documentation

void draw3DButtonPanePressed ( IGUIElement element,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing for example buttons in pressed state. It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.

Parameters:
rect,: Defining area where to draw.
clip,: Clip area.
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.

Implements IGUISkin.

void draw3DButtonPaneStandard ( IGUIElement element,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing for example buttons in normal state. It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.

Parameters:
rect,: Defining area where to draw.
clip,: Clip area.
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.

Implements IGUISkin.

void draw3DMenuPane ( IGUIElement element,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing for menus and context menus. It uses the colors EGDC_3D_DARK_SHADOW, EGDC_3D_HIGH_LIGHT, EGDC_3D_SHADOW and EGDC_3D_FACE for this. See EGUI_DEFAULT_COLOR for details.

Parameters:
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.
rect,: Defining area where to draw.
clip,: Clip area.

Implements IGUISkin.

void draw3DSunkenPane ( IGUIElement element,
video::SColor  bgcolor,
bool  flat,
bool  fillBackGround,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing the background of edit, combo or check boxes.

Parameters:
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.
bgcolor,: Background color.
flat,: Specifies if the sunken pane should be flat or displayed as sunken deep into the ground.
fillBackGround,: whether or not to fill the background of the pane.
rect,: Defining area where to draw.
clip,: Clip area.

Implements IGUISkin.

void draw3DTabBody ( IGUIElement element,
bool  border,
bool  background,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Parameters:
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.
border,: Specifies if the border should be drawn.
background,: Specifies if the background should be drawn.
rect,: Defining area where to draw.
clip,: Clip area.

Implements IGUISkin.

void draw3DTabButton ( IGUIElement element,
bool  active,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing for tab buttons on top of tabs.

Parameters:
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.
active,: Specifies if the tab is currently active.
rect,: Defining area where to draw.
clip,: Clip area.

Implements IGUISkin.

void draw3DToolBar ( IGUIElement element,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing for toolbars and menus.

Parameters:
element,: Pointer to the element which wishes to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.
rect,: Defining area where to draw.
clip,: Clip area.

Implements IGUISkin.

core::rect< s32 > draw3DWindowBackground ( IGUIElement element,
bool  drawTitleBar,
video::SColor  titleBarColor,
const core::rect< s32 > &  rect,
const core::rect< s32 > *  clip = 0 
) [virtual]

Used for drawing the background of dialogs and windows.

Parameters:
element,: Pointer to the element which whiches to draw this. This parameter is usually not used by ISkin, but can be used for example by more complex implementations to find out how to draw the part exactly.
titleBarColor,: Title color.
drawTitleBar,: True to enable title drawing.
rect,: Defining area where to draw.
clip,: Clip area.
Returns:
Returns rect where to draw title bar text.

Implements IGUISkin.

bool drop (  )  [inline, inherited]

Drops the object. Decrements the reference counter by one. Returns true, if the object was deleted. The IrrUnknown class provides a basic reference counting mechanism with its methods grab() and drop(). Most objects of the Irrlicht Engine are derived from IrrUnknown, and so they are reference counted.

When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only need to call drop() to the object, if you created it, and the method had a 'create' in it.

A simple example:

If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<s32>(128, 128)); If you no longer need the texture, call texture->drop(). If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver.

video::SColor getColor ( EGUI_DEFAULT_COLOR  color  )  [virtual]

Implements IGUISkin.

const c8* getDebugName (  )  const [inline, inherited]

Returns the debug name of the object. The Debugname may only be set and changed by the object itself. This method should only be used in Debug mode.

Returns:
Returns a string, previously set by setDebugName();

const wchar_t * getDefaultText ( EGUI_DEFAULT_TEXT  text  )  [virtual]

For example for Message box button captions: "OK", "Cancel", "Yes", "No" and so on.

Implements IGUISkin.

virtual u32 getDropShadowSize (  )  [inline, virtual]

Implements IGUISkin.

IGUIFont * getFont (  )  [virtual]

Implements IGUISkin.

s32 getSize ( EGUI_DEFAULT_SIZE  size  )  [virtual]

Implements IGUISkin.

virtual bool getUseDropShadow (  )  [inline, virtual]

Implements IGUISkin.

void grab (  )  [inline, inherited]

Grabs the object. Increments the reference counter by one. Someone who calls grab() to an object, should later also call drop() to it. If an object never gets as much drop() as grab() calls, it will never be destroyed. The IrrUnknown class provides a basic reference counting mechanism with its methods grab() and drop(). Most objects of the Irrlicht Engine are derived from IrrUnknown, and so they are reference counted.

When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call drop(). This will destroy the object, if grab() was not called in another part of you program, because this part still needs the object. Note, that you only need to call drop() to the object, if you created it, and the method had a 'create' in it.

A simple example:

If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<s32>(128, 128)); If you no longer need the texture, call texture->drop(). If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver.

void setColor ( EGUI_DEFAULT_COLOR  which,
video::SColor  newColor 
) [virtual]

Implements IGUISkin.

void setDebugName ( const c8 newName  )  [inline, protected, inherited]

Sets the debug name of the object. The Debugname may only be set and changed by the object itself. This method should only be used in Debug mode.

Parameters:
newName,: New debug name to set.

void setDefaultText ( EGUI_DEFAULT_TEXT  which,
const wchar_t *  newText 
) [virtual]

For example for Message box button captions: "OK", "Cancel", "Yes", "No" and so on.

Implements IGUISkin.

virtual void setDropShadowSize ( const u32 size  )  [inline, virtual]

Implements IGUISkin.

void setFont ( IGUIFont font  )  [virtual]

Implements IGUISkin.

void setSize ( EGUI_DEFAULT_SIZE  which,
s32  size 
) [virtual]

Implements IGUISkin.

virtual void setUseDropShadow ( const bool use  )  [inline, virtual]

Implements IGUISkin.


Generated on Fri Apr 27 14:47:05 2007 for IrrSpintz by  doxygen 1.5.1-p1