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SWCE::TraitEditButton Class Reference

edit traits (attributes and skills) More...

#include <traiteditbutton.hpp>

Inheritance diagram for SWCE::TraitEditButton:
Inheritance graph
Collaboration diagram for SWCE::TraitEditButton:
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

 TraitEditButton ()
void SetAssociatedTrait (const std::string &t)
 set name of trait, edited w/ this button
void Refresh ()
void SetAssociatedCharacter (SWRS::Character *c)
 associate button with particular character
void SetAssociatedLabelForPointsLeft (Label *l)
 label will be updated each time, trait is increased or decreased
void ValueUp ()
 increase associated parameter
void ValueDown ()
 decrease associated parameter
void SetBaseNumericValue (int i)
 set starting numeric value (it will be increased and decreased)
void SetBaseText (const std::string &t)
 set base text (numeric value will be automatically added to it)
void Clicked (float x, float y)
void Activate ()
 cancel effects of Deactiva
void Deactivate ()
 when deactivated, button is grayed and does not react to clicking
void SetClickHandler (ButtonHandler h)
 set function that will be called after clicking a button
void SetFontColor (float _r, float _g, float _b)
 set color of font More...
void SetFontHeight (float h)
 font size
void SetBackground (const std::string &bg)
 Set background of an label.
void MovementHandler ()
 rearrange after movement
void ResizeHandler ()
 rearrange after resizing
void UnloadResources ()
 free resources to save some space
void SetText (const std::string &t)
 set text to be displayed and formatted
const std::string & GetText ()
 get label text
void Initialize ()
 load resources, prepare to display
void Animate (float dt)
 some windows are animated
void Render (Rendermode mode)
 render something
virtual void Render (Renderable::Rendermode mode)
 rendering routine of a window
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 ()
virtual void Released (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 OnFocus ()
 window appears
float GetInitializedPercentage ()
 0= uninitialized; 100=ready; other? for progress bars
virtual void RefreshAssets ()
 To facilitate refreshing app after switching OpenGL Context (as in Android lifecycle)

Protected Member Functions

void AssembleActualText ()
 text is reassembled each time, value is changed
virtual void PrepareText ()
 prepare text to be displayed
virtual void PositionBackground ()
 configure background position
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

std::string associated_trait_name
 name of trait edited
 pointer to associated character
 label to be updated each use
std::string base_text
 description of a button (concatenated to numeric value)
int numeric_value
 a value to be set (increased/decreased after clicking)
ButtonHandler handler
 functor to be called upon clicking
bool active
 is button deactivated
float configured_x
 configured x coordinate (for movement handling)
float configured_y
 configured y coordinate (for movement handling)
float configured_w
 configured width (for movement handling)
float configured_h
 configured height (for movement handling)
Rectangle2D * rect
std::string text
 text configured
float font_height
 font size
 font object
float r
 Text color - red.
float g
 Text color - green.
float b
 Text color - blue.
std::string background
 background image path
float initialized_percentage
 0-100; 0- just constructed; 100 - redy to render; 0-100 - for progressbar

Detailed Description

edit traits (attributes and skills)

Member Enumeration Documentation

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


proper rendering for display


rendering for coordinate detection


for detection of ingame coordinate system - unused

Member Function Documentation

void UpDownButton::Clicked ( float  x,
float  y 

window was clicked; coordinates from left-bottom corner of the window

Reimplemented from LxS::Windowing::Button.

void Window::Dragged ( float  x,
float  y 

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 

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 

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.

void LxS::Windowing::Label::SetFontColor ( float  _r,
float  _g,
float  _b 

set color of font


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