My Project
OverlayObject.h
1 #pragma once
2 #include "TileObject.h"
3 
4 namespace ParaEngine
5 {
6  class CGUIButton;
7 
13  class COverlayObject : public CTileObject
14  {
15  public:
17  virtual ~COverlayObject();
18 
19  ATTRIBUTE_DEFINE_CLASS(COverlayObject);
20  ATTRIBUTE_SUPPORT_CREATE_FACTORY(COverlayObject);
21 
23  virtual IAttributeFields* GetChildAttributeObject(const std::string& sName);
25  virtual int GetChildAttributeObjectCount(int nColumnIndex = 0);
27  virtual int GetChildAttributeColumnCount();
28  virtual IAttributeFields* GetChildAttributeObject(int nRowIndex, int nColumnIndex = 0);
29 
30  public:
34  virtual bool IsTileObject();
35  virtual void SetTileObject(bool bIsTileObject);
36 
41  virtual int PrepareRender(CBaseCamera* pCamera, SceneState * sceneState);
42 
43  virtual CGUIBase* GetHeadOnUIObject(int nIndex = 0);
44  protected:
45  ref_ptr<CGUIButton> m_pGUIObject;
46  bool m_bIsTileObject;
47  };
48 }
49 
It&#39;s used as parameter to Draw method of each scene object.
Definition: SceneState.h:284
different physics engine has different winding order.
Definition: EventBinding.h:32
virtual bool IsTileObject()
if true, we will attach this object to quad-tree terrain tile according to its attributes when adding...
Definition: OverlayObject.cpp:27
virtual int PrepareRender(CBaseCamera *pCamera, SceneState *sceneState)
derived class can override this function to place the object in to the render pipeline.
Definition: OverlayObject.cpp:44
Definition: BaseCamera.h:70
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
The ref_ptr class template stores a pointer to a dynamically allocated (AssetEntity|CRefCounted|BaseA...
Definition: PERefPtr.h:13
A common interface for all classes implementing IAttributeFields By implementing this class&#39;s virtual...
Definition: IAttributeFields.h:59
Tile Object have position and bounding rect and can usually be attached to quad-tree terrain tile...
Definition: TileObject.h:10
virtual int GetChildAttributeColumnCount()
we support multi-dimensional child object.
Definition: OverlayObject.cpp:72
Overlay provides custom 3D drawings to the scene after main 3d scene is rendered. ...
Definition: OverlayObject.h:13
virtual int GetChildAttributeObjectCount(int nColumnIndex=0)
get the number of child objects (row count) in the given column.
Definition: OverlayObject.cpp:93
virtual IAttributeFields * GetChildAttributeObject(const std::string &sName)
get attribute by child object.
Definition: OverlayObject.cpp:85