Planeshift
Public Member Functions | Protected Member Functions

psEffectObjLabel Class Reference

#include <pseffectobjlabel.h>

List of all members.

Public Member Functions

psEffectObjClone () const
 Clones the effect object.
virtual void CloneBase (psEffectObj *newObj) const
 Convenience function to clone the base member variables.
bool Load (iDocumentNode *node, iLoaderContext *ldr_context)
 Loads the effect object from an xml node.
void LoadGlyphs (csString name)
 psEffectObjLabel (iView *parentView, psEffect2DRenderer *renderer2d)
virtual bool Render (const csVector3 &up)
 Renders the effect.
virtual bool SetText (const csArray< psEffectTextRow > &rows)
virtual bool SetText (int rows,...)
virtual bool SetText (const csArray< psEffectTextElement > &elements)
 Creates a material that will fit an array of text elements and draws those elements.
virtual bool Update (csTicks elapsed)
 Updates the spell effect -- called every frame.
virtual ~psEffectObjLabel ()

Protected Member Functions

virtual bool CreateMeshFact ()
 Creates a mesh factory for this quad.
void DrawTextElement (const psEffectTextElement &element)
bool PostSetup ()
 performs the post setup (after the effect obj has been loaded).

Detailed Description

Definition at line 40 of file pseffectobjlabel.h.


Constructor & Destructor Documentation

psEffectObjLabel::psEffectObjLabel ( iView *  parentView,
psEffect2DRenderer renderer2d 
)
virtual psEffectObjLabel::~psEffectObjLabel ( ) [virtual]

Member Function Documentation

psEffectObj* psEffectObjLabel::Clone ( ) const [virtual]

Clones the effect object.

This will almost always be overloaded.

Reimplemented from psEffectObj.

virtual void psEffectObjLabel::CloneBase ( psEffectObj newObj) const [virtual]

Convenience function to clone the base member variables.

Parameters:
newObjreference to the new object that will contain the cloned variables

Reimplemented from psEffectObj.

virtual bool psEffectObjLabel::CreateMeshFact ( ) [protected, virtual]

Creates a mesh factory for this quad.

void psEffectObjLabel::DrawTextElement ( const psEffectTextElement element) [protected]
bool psEffectObjLabel::Load ( iDocumentNode *  node,
iLoaderContext *  ldr_context 
) [virtual]

Loads the effect object from an xml node.

Parameters:
nodethe xml node containing the effect object, must be valid
ldr_contextthe current loader context.
Returns:
true on success, false otherwise

Reimplemented from psEffectObj.

void psEffectObjLabel::LoadGlyphs ( csString  name)
bool psEffectObjLabel::PostSetup ( ) [protected]

performs the post setup (after the effect obj has been loaded).

Things like create mesh factory, etc are initialized here.

virtual bool psEffectObjLabel::Render ( const csVector3 &  up) [virtual]

Renders the effect.

Parameters:
upthe base up vector of the effect obj
Returns:
true on success

Reimplemented from psEffectObj.

virtual bool psEffectObjLabel::SetText ( const csArray< psEffectTextRow > &  rows) [virtual]

Implements psEffectObjTextable.

virtual bool psEffectObjLabel::SetText ( const csArray< psEffectTextElement > &  elements) [virtual]

Creates a material that will fit an array of text elements and draws those elements.

Implements psEffectObjTextable.

virtual bool psEffectObjLabel::SetText ( int  rows,
  ... 
) [virtual]

Implements psEffectObjTextable.

virtual bool psEffectObjLabel::Update ( csTicks  elapsed) [virtual]

Updates the spell effect -- called every frame.

Parameters:
elapsedthe ticks elapsed since last update
Returns:
false if the obj is useless and can be removed

Reimplemented from psEffectObj.


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