27 ATTRIBUTE_METHOD1(
CGUIButton, GetOnRenderScript_s,
const char**) { *p1 = cls->GetOnRenderScript().c_str();
return S_OK; }
28 ATTRIBUTE_METHOD1(
CGUIButton, SetOnRenderScript_s,
const char*) { cls->SetOnRenderScript(p1);
return S_OK; }
31 virtual string ToScript(
int option=0);
33 virtual HRESULT Render(
GUIState* pGUIState,
float fElapsedTime);
34 virtual HRESULT OnRenderExternal(
GUIState* pGUIState,
float fElapsedTime);
36 virtual bool ActivateScript(
const string code){
return false;};
37 void InitObject(
const char * strObjectName,
const char * alignment,
int x,
int y,
int width,
int height);
44 virtual void SetTextA(
const char* szText);
50 virtual void SetText(
const char16_t* wszText);
57 virtual int GetTextA(std::string& out);
63 virtual const char16_t*
GetText(){
return m_szText.data();};
67 virtual const IType* GetType()
const{
return m_type;}
137 static const IType* m_type;
139 bool m_bIsDefaultButton;
140 std::u16string m_szText;
143 short m_nAnimationStyle;
144 int m_nAnimationData;
IType is for type information and validating It contains type information of an object.
Definition: Type.h:75
an attribute class is a collection of attribute fields.
Definition: AttributeClass.h:10
Definition: EventBinding.h:22
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
base class for object, such as CBaseObject, IAttributeObject, GUI object.
Definition: PERef.h:287
It's used as parameter to Render method of each GUI object.
Definition: GUIState.h:16
Definition: inftrees.h:24