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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
66 lines
2.7 KiB
C++
66 lines
2.7 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_GUI_ELEMENT_FACTORY_H_INCLUDED
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#define IRR_I_GUI_ELEMENT_FACTORY_H_INCLUDED
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#include "IReferenceCounted.h"
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#include "EGUIElementTypes.h"
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namespace irr
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{
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namespace gui
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{
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class IGUIElement;
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//! Interface making it possible to dynamically create GUI elements
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/** To be able to add custom elements to Irrlicht and to make it possible for the
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scene manager to save and load them, simply implement this interface and register it
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in your gui environment via IGUIEnvironment::registerGUIElementFactory.
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Note: When implementing your own element factory, don't call IGUIEnvironment::grab() to
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increase the reference counter of the environment. This is not necessary because the
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it will grab() the factory anyway, and otherwise cyclic references will be created.
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*/
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class IGUIElementFactory : public virtual IReferenceCounted
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{
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public:
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//! adds an element to the gui environment based on its type id
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/** \param type: Type of the element to add.
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\param parent: Parent scene node of the new element, can be null to add to the root.
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\return Pointer to the new element or null if not successful. */
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virtual IGUIElement* addGUIElement(EGUI_ELEMENT_TYPE type, IGUIElement* parent=0) = 0;
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//! adds a GUI element to the GUI Environment based on its type name
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/** \param typeName: Type name of the element to add.
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\param parent: Parent scene node of the new element, can be null to add it to the root.
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\return Pointer to the new element or null if not successful. */
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virtual IGUIElement* addGUIElement(const c8* typeName, IGUIElement* parent=0) = 0;
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//! Get amount of GUI element types this factory is able to create
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virtual s32 getCreatableGUIElementTypeCount() const = 0;
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//! Get type of a creatable element type
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/** \param idx: Index of the element type in this factory. Must be a value between 0 and
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getCreatableGUIElementTypeCount() */
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virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType(s32 idx) const = 0;
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//! Get type name of a creatable GUI element type by index
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/** \param idx: Index of the type in this factory. Must be a value between 0 and
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getCreatableGUIElementTypeCount() */
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virtual const c8* getCreateableGUIElementTypeName(s32 idx) const = 0;
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//! returns type name of a creatable GUI element
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/** \param type: Type of GUI element.
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\return Name of the type if this factory can create the type, otherwise 0. */
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virtual const c8* getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const = 0;
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};
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} // end namespace gui
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} // end namespace irr
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#endif // IRR_I_GUI_ELEMENT_FACTORY_H_INCLUDED
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