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CEGUIWindowRenderer.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\CEGUI\CEGUIWindowRenderer.h
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/*********************************************************************** filename: CEGUIWindowRenderer.h created: Jan 11 2006 author: Tomas Lindquist Olsen purpose: Defines interface for the WindowRenderer base class *************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. ***************************************************************************/ #ifndef _CEGUIWindowRenderer_h_ #define _CEGUIWindowRenderer_h_ #include "CEGUIWindow.h" #include "CEGUIProperty.h" #include
#if defined(_MSC_VER) # pragma warning(push) # pragma warning(disable : 4251) #endif // Start of CEGUI namespace section namespace CEGUI { class WidgetLookFeel; /*! \brief Base-class for the assignable WindowRenderer object */ class CEGUIEXPORT WindowRenderer { public: /************************************************************************* Constructor / Destructor **************************************************************************/ /*! \brief Constructor \param name Factory type name \param class_name The name of a widget class that is to be the minimum requirement for this window renderer. */ WindowRenderer(const String& name, const String& class_name="Window"); /*! \brief Destructor */ virtual ~WindowRenderer(); /************************************************************************* Public interface **************************************************************************/ /*! \brief Populate render cache. This method must be implemented by all window renderers and should perform the rendering operations needed for this widget. Normally using the Falagard API... */ virtual void render() = 0; /*! \brief Returns the factory type name of this window renderer. */ const String& getName() const {return d_name;} /*! \brief Get the window this windowrenderer is attached to. */ Window* getWindow() const {return d_window;} /*! \brief Get the "minimum" Window class this renderer requires */ const String& getClass() const {return d_class;} /*! \brief Get the Look'N'Feel assigned to our window */ const WidgetLookFeel& getLookNFeel() const; /*! \brief Get unclipped inner rectangle that our window should return from its member function with the same name. */ virtual Rect getUnclippedInnerRect() const; /*! \brief Get actual pixel rectangle our window is to return from its member function with the same name. */ virtual Rect getPixelRect() const; /*! \brief Method called to perform extended laying out of the window's attached child windows. */ virtual void performChildWindowLayout() {} protected: /************************************************************************* Implementation methods **************************************************************************/ /*! \brief Register a property class that will be properly managed by this window renderer. \param property Pointer to a static Property object that will be added to the target window. */ void registerProperty(Property* property); /*! \brief Handler called when this windowrenderer is attached to a window */ virtual void onAttach(); /*! \brief Handler called when this windowrenderer is detached from its window */ virtual void onDetach(); /*! \brief Handler called when a Look'N'Feel is assigned to our window. */ virtual void onLookNFeelAssigned() {} /*! \brief Handler called when a Look'N'Feel is removed/unassigned from our window. */ virtual void onLookNFeelUnassigned() {} /************************************************************************* Implementation data **************************************************************************/ Window* d_window; //!< Pointer to the window this windowrenderer is assigned to. const String d_name; //!< Name of the factory type used to create this window renderer. const String d_class; //!< Name of the widget class that is the "minimum" requirement. typedef std::vector
PropertyList; PropertyList d_properties; //!< The list of properties that this windowrenderer will be handling. // Window is friend so it can manipulate our 'd_window' member directly. // We don't want users fiddling with this so no public interface. friend class Window; }; /*! \brief Base-class for WindowRendererFactory */ class CEGUIEXPORT WindowRendererFactory { public: /*! \brief Contructor \param name Type name for this window renderer factory */ WindowRendererFactory(const String& name) : d_factoryName(name) {} /*! \brief Destructor */ virtual ~WindowRendererFactory() {} /*! \brief Returns the type name of this window renderer factory. */ const String& getName() const {return d_factoryName;} /*! \brief Creates and returns a new window renderer object. */ virtual WindowRenderer* create() = 0; /*! \brief Destroys a window renderer object previously created by us. */ virtual void destroy(WindowRenderer* wr) = 0; protected: String d_factoryName; //!< Our factory type name. }; } // End of CEGUI namespace #if defined(_MSC_VER) # pragma warning(pop) #endif #endif // _CEGUIWindowRenderer_h_
CEGUIWindowRenderer.h
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