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| Skin (gui::IGUISkin *fallback_skin) |
| load a skin from the file specified in the user configuration file
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void | resetBackgroundImage () |
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void | renderSections (PtrVector< Widget > *within_vector=NULL) |
| recursive function to render all sections (recursion allows to easily traverse the tree of children and sub-children)
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void | drawBgImage () |
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void | drawBGFadeColor () |
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void | drawBadgeOn (const Widget *widget, const core::rect< s32 > &rect) |
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void | drawProgressBarInScreen (SkinWidgetContainer *swc, const core::rect< s32 > &rect, float progress, bool deactivated=false) |
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virtual void | draw2DRectangle (gui::IGUIElement *element, const video::SColor &color, const core::rect< s32 > &pos, const core::rect< s32 > *clip) |
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virtual void | draw3DButtonPanePressed (gui::IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip) |
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virtual void | draw3DButtonPaneStandard (gui::IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip) |
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virtual void | draw3DMenuPane (gui::IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip) |
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virtual void | draw3DSunkenPane (gui::IGUIElement *element, video::SColor bgcolor, bool flat, bool fillBackGround, const core::rect< s32 > &rect, const core::rect< s32 > *clip) |
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virtual void | draw3DTabBody (gui::IGUIElement *element, bool border, bool background, const core::rect< s32 > &rect, const core::rect< s32 > *clip, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=gui::EGUIA_UPPERLEFT) |
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virtual void | draw3DTabButton (gui::IGUIElement *element, bool active, const core::rect< s32 > &rect, const core::rect< s32 > *clip, gui::EGUI_ALIGNMENT alignment=gui::EGUIA_UPPERLEFT) |
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virtual void | draw3DToolBar (gui::IGUIElement *element, const core::rect< s32 > &rect, const core::rect< s32 > *clip) |
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virtual core::rect< s32 > | draw3DWindowBackground (gui::IGUIElement *element, bool drawTitleBar, video::SColor titleBarColor, const core::rect< s32 > &rect, const core::rect< s32 > *clip, core::rect< s32 > *checkClientArea=0) |
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virtual void | draw2DImage (const video::ITexture *texture, const core::rect< s32 > &destRect, const core::rect< s32 > &sourceRect, const core::rect< s32 > *clipRect, const video::SColor *const colors, bool useAlphaChannelOfTexture) |
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virtual void | drawIcon (gui::IGUIElement *element, gui::EGUI_DEFAULT_ICON icon, const core::position2di position, u32 starttime, u32 currenttime, bool loop=false, const core::rect< s32 > *clip=NULL) |
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virtual video::SColor | getColor (gui::EGUI_DEFAULT_COLOR color) const |
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virtual const wchar_t * | getDefaultText (gui::EGUI_DEFAULT_TEXT text) const |
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virtual gui::IGUIFont * | getFont (gui::EGUI_DEFAULT_FONT which=gui::EGDF_DEFAULT) const |
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virtual u32 | getIcon (gui::EGUI_DEFAULT_ICON icon) const |
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virtual s32 | getSize (gui::EGUI_DEFAULT_SIZE size) const |
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const BoxRenderParams & | getBoxRenderParams (const std::string &type) |
| Returns the BoxRenderParams data structure for a given type.
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virtual gui::IGUISpriteBank * | getSpriteBank () const |
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virtual void | setColor (gui::EGUI_DEFAULT_COLOR which, video::SColor newColor) |
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virtual void | setDefaultText (gui::EGUI_DEFAULT_TEXT which, const wchar_t *newText) |
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virtual void | setFont (gui::IGUIFont *font, gui::EGUI_DEFAULT_FONT which=gui::EGDF_DEFAULT) |
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virtual void | setIcon (gui::EGUI_DEFAULT_ICON icon, u32 index) |
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virtual void | setSize (gui::EGUI_DEFAULT_SIZE which, s32 size) |
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virtual void | setSpriteBank (gui::IGUISpriteBank *bank) |
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void | drawTooltips () |
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void | drawMessage (SkinWidgetContainer *w, const core::recti &dest, const std::string &type) |
| Draws a background box for an in-game notification message.
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video::ITexture * | getImage (const char *name) |
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gui::IGUISkin * | getFallbackSkin () |
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bool | hasIconTheme () const |
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bool | hasFont () const |
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const std::vector< std::string > & | getNormalTTF () const |
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const std::vector< std::string > & | getDigitTTF () const |
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const std::string & | getColorEmojiTTF () const |
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std::string | getThemedIcon (const std::string &relative_path) const |
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float | getScalingFactor (std::string params, float height) |
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void | drawBoxFromStretchableTexture (SkinWidgetContainer *w, const core::rect< s32 > &dest, BoxRenderParams ¶ms, bool deactivated=false, const core::rect< s32 > *clipRect=NULL) |
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void | process3DPane (gui::IGUIElement *element, const core::rect< s32 > &rect, const bool pressed) |
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void | drawButton (Widget *w, const core::rect< s32 > &rect, const bool pressed, const bool focused) |
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void | drawProgress (Widget *w, const core::rect< s32 > &rect, const bool pressed, const bool focused) |
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void | drawRatingBar (Widget *w, const core::rect< s32 > &rect, const bool pressed, const bool focused) |
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void | drawRibbon (const core::rect< s32 > &rect, Widget *widget, const bool pressed, bool focused) |
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void | drawRibbonChild (const core::rect< s32 > &rect, Widget *widget, const bool pressed, bool focused) |
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void | drawSpinnerChild (const core::rect< s32 > &rect, Widget *widget, const bool pressed, bool focused) |
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void | drawSpinnerBody (const core::rect< s32 > &rect, Widget *widget, const bool pressed, bool focused) |
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void | drawGauge (const core::rect< s32 > &rect, Widget *widget, bool focused) |
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void | drawGaugeFill (const core::rect< s32 > &rect, Widget *widget, bool focused) |
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void | drawCheckBox (const core::rect< s32 > &rect, Widget *widget, bool focused) |
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void | drawList (const core::rect< s32 > &rect, Widget *widget, bool focused) |
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void | drawListHeader (const core::rect< s32 > &rect, Widget *widget) |
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void | drawListSelection (const core::rect< s32 > &rect, Widget *widget, bool focused, const core::rect< s32 > *clip) |
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void | drawIconButton (const core::rect< s32 > &rect, Widget *widget, const bool pressed, bool focused) |
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void | drawScrollbarBackground (const core::rect< s32 > &rect) |
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void | drawScrollbarThumb (const core::rect< s32 > &rect) |
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void | drawScrollbarButton (const core::rect< s32 > &rect, const bool pressed, const bool bottomArrow) |
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void | drawTooltip (Widget *widget, bool atMouse) |
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irr::video::SColorf | getPlayerColor (int player_id) |
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Object used to render the GUI widgets see Overview of GUI skin for more information about skinning in STK.