My Project
GUIAttributeGrid.h
1 #pragma once
2 #include "GUIBase.h"
3 #include <string>
4 #include <vector>
5 using namespace std;
6 namespace ParaEngine
7 {
8  class IAttributeFields;
10  {
11  public:
12  // CGUIAttributeGrid();
13  // virtual ~CGUIAttributeGrid();
14  //
15  // virtual bool MsgProc(MSG *event);
16  // virtual void InitObject(const char * strObjectName, const char * alignment, int x, int y, int width, int height);
17  // virtual void UpdateRects();
18  // virtual HRESULT Render(GUIState* pGUIState );
19 
20  // virtual void Clone(IObject* pobj)const;
21  // virtual IObject* Clone()const;
22 
23  // static void StaticInit();
24  // typedef pair<string,string> AttrPair;
25  //protected:
26  // IAttributeFields *m_pAttribute;
27  // vector<AttrPair> m_data;
28  };
29 }
different physics engine has different winding order.
Definition: EventBinding.h:32
base object for all 2D GUI objects (1) 2D GUI object are not tested against view frustum, instead it is controlled by visibility tag automatically or through user input.
Definition: GUIBase.h:54
Definition: GUIAttributeGrid.h:9