Labyrinth
 All Classes Namespaces Functions Variables Typedefs Enumerations Enumerator Friends
Public Types | Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
LxS::Windowing::Rectangle2D Class Reference

a picture to be spanned and presented somewhere in 2D (a bitmap texture) More...

#include <rectangle2d.hpp>

Inheritance diagram for LxS::Windowing::Rectangle2D:
Inheritance graph
Collaboration diagram for LxS::Windowing::Rectangle2D:
Collaboration graph

Public Types

enum  Rendermode { ForReal, ForCoords3D, ForCoordsGame }
 purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked" More...
 

Public Member Functions

const std::string & GetFilename ()
 return file name used to render this background
 
void SetAutoAlpha (bool y)
 if set to true, blackest parts of textures will be treated as transparent
 
void SetTexMagFilter (GLint mf)
 opengl texture magnification filter
 
void SetTexMinFilter (GLint mf)
 opengl texture minification filter
 
void SetAutoAspect ()
 stretching mode
 
void SetFixedAspect (float a)
 texture is maximized and centered; letterbox style
 
void SetAlpha (float a)
 transparency level
 
float GetAlpha ()
 transparency level
 
void SetFileName (const std::string &_filename)
 path of a texture
 
std::string GetFileName ()
 path of a texture
 
void Initialize ()
 load resources, prepare to display
 
void Render (Rendermode mode)
 render something
 
void UnloadResources ()
 free resources to save some space
 
float GetInitializedPercentage ()
 0= uninitialized; 100=ready; other? for progress bars
 
unsigned long GetTexelsCount ()
 sum of dimensionsxdepths of all textures
 
unsigned long GetFacesCount ()
 all 3D faces
 
WindowGetRoot ()
 recursive GetParent;
 
WindowGetParent ()
 Return parent window.
 
virtual void AttachChild (Window *child)
 attach child
 
virtual void DetachChild (Window *child)
 detach particular child
 
virtual void ReplaceChild (Window *old_child, Window *new_child)
 replace child. new is emplaced at position right before old one
 
virtual void SaveFile ()
 for autosave routine or else
 
float GetX ()
 return position x (from bottom left corner)
 
float GetY ()
 return position y (from bottom left corner)
 
float GetWidth ()
 return height of the window
 
float GetHeight ()
 return width of the window
 
virtual float SetX (float f)
 set position x (from bottom left corner)
 
virtual float SetY (float f)
 set position y (from bottom left corner)
 
virtual float SetWidth (float f)
 set width of the window
 
virtual float SetHeight (float f)
 set height of the window
 
virtual void SetWH (float w, float h)
 set width and height of the window
 
virtual void SetYX (float y, float x)
 set position - both coords (from bottom left corner)
 
virtual void JoystickAxes (int Axis, const float *direction)
 
virtual void SetParent (Window *_parent)
 set pointer to parent window
 
virtual void Maximize ()
 maximize
 
virtual void MovementHandler ()
 rearrange after movement
 
virtual void ResizeHandler ()
 rearrange after resizing
 
virtual void Render (Renderable::Rendermode mode)
 rendering routine of a window
 
virtual void Animate (float dt)
 some windows are animated
 
virtual void Released (float x, float y)
 
virtual void Clicked (float x, float y)
 
virtual void Dragged (float x, float y)
 
virtual void DraggedAngle (float x, float y)
 as degrees given current camera angle!
 
virtual void MenuButtonPressed ()
 menu button - on android phone (no such button on iphone)
 
virtual void BackButtonPressed ()
 back button - on android phone (no such button on iphone)
 
virtual void Refresh ()
 rearrange
 
virtual void OnFocus ()
 window appears
 
virtual void RefreshAssets ()
 To facilitate refreshing app after switching OpenGL Context (as in Android lifecycle)
 

Protected Member Functions

void ReplaceSelf (Window *replacement)
 replace reference to this in parent window for a new window does not delete this from main memory - only swaps pointer in parent window
 

Protected Attributes

float initialized_percentage
 0-100; 0- just constructed; 100 - redy to render; 0-100 - for progressbar
 

Detailed Description

a picture to be spanned and presented somewhere in 2D (a bitmap texture)

Member Enumeration Documentation

purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked"

Enumerator
ForReal 

proper rendering for display

ForCoords3D 

rendering for coordinate detection

ForCoordsGame 

for detection of ingame coordinate system - unused

Member Function Documentation

void Window::Clicked ( float  x,
float  y 
)
virtualinherited
void Window::Dragged ( float  x,
float  y 
)
virtualinherited

object within window is dragged; coordinates from left-bottom corner of the window

Reimplemented in LxS::Windowing::VirtualKeypad, LxS::Game::MapWindow, LxS::Windowing::Form, LxS::Windowing::SplashWindow, LxS::Game::Help::Help, and LxS::Windowing::ContainerWindow.

virtual void LxS::Windowing::Window::JoystickAxes ( int  Axis,
const float *  direction 
)
inlinevirtualinherited

axis-numbering: 0-1, left analog X-Y; 2-3, right analog 4-7 - nothing; 8 d-pad up; 9 dpad right; 10 dpad down; 11 dpad left 12 - l2, 13-r2, 14- l1, 15 - r1 16 - triangle, 17 - circle, 18 - cross, 19 - square; 20 - nothing

Reimplemented in LxS::Game::MapWindow, Labyrinth::Root, LxS::Windowing::Root, and SWCE::RaceSelectionForm.

void Window::Released ( float  x,
float  y 
)
virtualinherited

window was pressed and released; coordinates from left-bottom corner of the window

Reimplemented in LxS::Game::MapWindow, LxS::Windowing::Form, LxS::Game::DialogueLine, LxS::Windowing::SplashWindow, and LxS::Windowing::ContainerWindow.


The documentation for this class was generated from the following files: