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Untitled Game engine no.5
1.0
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Public Member Functions | |
| void | loadTexture (const ButtonState key, const Ref< TextureLookup > &texture) |
| void | setCallback (func f) |
| void | preformCallback () const |
| void | setState (ButtonState next) |
| void | updateVisual () override |
| void | update () override |
Public Member Functions inherited from Engine::UIElement | |
| UIElement (const Ref< Texture > &tex) | |
| void | setImage (const Ref< Texture > &tex) |
| void | setImage (const Ref< TextureLookup > &lookup) |
| void | setSize (float width, float height) |
| void | queueVisualUpdate () |
Public Member Functions inherited from Engine::MeshRenderer | |
| void | SetMesh (const Ref< Mesh > &renderMesh) |
| void | SetMap (const Ref< Texture > &tex) |
Public Attributes | |
| func | clickFunc |
| ButtonState | state = DEFAULT |
| generic function for processing clicks | |
| ButtonState | nextState = DEFAULT |
| hover state | |
| std::unordered_map< ButtonState, Ref< TextureLookup > > | stateLookup = std::unordered_map<ButtonState, Ref<TextureLookup>>() |
| next hover state to reduce redraw calls More... | |
Public Attributes inherited from Engine::UIElement | |
| Ref< VertexCollider2D > | collider = nullptr |
| Allignment | origin = CENTER |
| collider reference (generated when setting a picture) | |
Public Attributes inherited from Engine::MeshRenderer | |
| Ref< ColorMap > | colorMap = nullptr |
| Ref< TextureMap > | map = nullptr |
| Ref< Texture > | texture = nullptr |
| std::vector< Ref< Texture > > | vertexTextures = std::vector<Ref<Texture>>() |
| Ref< Mesh > | mesh = nullptr |
Additional Inherited Members | |
Static Public Member Functions inherited from Engine::UIElement | |
| static void | Update (const Scene &scene) |
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inline |
Load a texture and mapping into a hover state.
| key | hover state |
| texture |
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inline |
Preform the click action of the button.
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inline |
Set the function that is called when the button is pressed.
| f | function |
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inline |
Set the hover state of the button.
| next |
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inlineoverridevirtual |
Syncing function called every game tick
Reimplemented from Engine::UIElement.
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inlineoverridevirtual |
Update the UI element with new visual data
Reimplemented from Engine::UIElement.
| std::unordered_map<ButtonState, Ref<TextureLookup> > Engine::UIButton::stateLookup = std::unordered_map<ButtonState, Ref<TextureLookup>>() |
next hover state to reduce redraw calls
state texture lookup
1.8.17