Remove unused attribute saving and loading (#86)

This commit is contained in:
ROllerozxa
2021-12-29 23:00:56 +01:00
committed by GitHub
parent dd09fdcb4e
commit 52e03a8485
72 changed files with 21 additions and 6512 deletions

View File

@ -5,7 +5,7 @@
#ifndef __I_GUI_ELEMENT_H_INCLUDED__
#define __I_GUI_ELEMENT_H_INCLUDED__
#include "IAttributeExchangingObject.h"
#include "IReferenceCounted.h"
#include "irrList.h"
#include "rect.h"
#include "irrString.h"
@ -20,7 +20,7 @@ namespace irr
namespace gui
{
//! Base class of all GUI elements.
class IGUIElement : public virtual io::IAttributeExchangingObject, public IEventReceiver
class IGUIElement : virtual public IReferenceCounted, public IEventReceiver
{
public:
@ -210,25 +210,25 @@ public:
}
//! How left element border is aligned when parent is resized
EGUI_ALIGNMENT getAlignLeft() const
EGUI_ALIGNMENT getAlignLeft() const
{
return AlignLeft;
}
//! How right element border is aligned when parent is resized
EGUI_ALIGNMENT getAlignRight() const
EGUI_ALIGNMENT getAlignRight() const
{
return AlignRight;
}
//! How top element border is aligned when parent is resized
EGUI_ALIGNMENT getAlignTop() const
EGUI_ALIGNMENT getAlignTop() const
{
return AlignTop;
}
//! How bottom element border is aligned when parent is resized
EGUI_ALIGNMENT getAlignBottom() const
EGUI_ALIGNMENT getAlignBottom() const
{
return AlignBottom;
}
@ -796,62 +796,6 @@ public:
}
//! Writes attributes of the scene node.
/** Implement this to expose the attributes of your scene node for
scripting languages, editors, debuggers or xml serialization purposes. */
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_
{
out->addString("Name", Name.c_str());
out->addInt("Id", ID );
out->addString("Caption", getText());
out->addString("ToolTip", getToolTipText().c_str());
out->addRect("Rect", DesiredRect);
out->addPosition2d("MinSize", core::position2di(MinSize.Width, MinSize.Height));
out->addPosition2d("MaxSize", core::position2di(MaxSize.Width, MaxSize.Height));
out->addEnum("LeftAlign", AlignLeft, GUIAlignmentNames);
out->addEnum("RightAlign", AlignRight, GUIAlignmentNames);
out->addEnum("TopAlign", AlignTop, GUIAlignmentNames);
out->addEnum("BottomAlign", AlignBottom, GUIAlignmentNames);
out->addBool("Visible", IsVisible);
out->addBool("Enabled", IsEnabled);
out->addBool("TabStop", IsTabStop);
out->addBool("TabGroup", IsTabGroup);
out->addInt("TabOrder", TabOrder);
out->addBool("NoClip", NoClip);
}
//! Reads attributes of the scene node.
/** Implement this to set the attributes of your scene node for
scripting languages, editors, debuggers or xml deserialization purposes. */
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_
{
setName(in->getAttributeAsString("Name", Name));
setID(in->getAttributeAsInt("Id", ID));
setText(in->getAttributeAsStringW("Caption", Text).c_str());
setToolTipText(in->getAttributeAsStringW("ToolTip").c_str());
setVisible(in->getAttributeAsBool("Visible", IsVisible));
setEnabled(in->getAttributeAsBool("Enabled", IsEnabled));
IsTabStop = in->getAttributeAsBool("TabStop", IsTabStop);
IsTabGroup = in->getAttributeAsBool("TabGroup", IsTabGroup);
TabOrder = in->getAttributeAsInt("TabOrder", TabOrder);
core::position2di p = in->getAttributeAsPosition2d("MaxSize", core::position2di(MaxSize.Width, MaxSize.Height));
setMaxSize(core::dimension2du(p.X,p.Y));
p = in->getAttributeAsPosition2d("MinSize", core::position2di(MinSize.Width, MinSize.Height));
setMinSize(core::dimension2du(p.X,p.Y));
setAlignment((EGUI_ALIGNMENT) in->getAttributeAsEnumeration("LeftAlign", GUIAlignmentNames, AlignLeft),
(EGUI_ALIGNMENT)in->getAttributeAsEnumeration("RightAlign", GUIAlignmentNames, AlignRight),
(EGUI_ALIGNMENT)in->getAttributeAsEnumeration("TopAlign", GUIAlignmentNames, AlignTop),
(EGUI_ALIGNMENT)in->getAttributeAsEnumeration("BottomAlign", GUIAlignmentNames, AlignBottom));
setRelativePosition(in->getAttributeAsRect("Rect", DesiredRect));
setNotClipped(in->getAttributeAsBool("NoClip", NoClip));
}
protected:
// not virtual because needed in constructor
void addChildToEnd(IGUIElement* child)