20 #ifndef PS_EFFECT_OBJ_LABEL_HEADER 21 #define PS_EFFECT_OBJ_LABEL_HEADER 24 #include <imesh/genmesh.h> 25 #include <csutil/cscolor.h> 30 struct iTextureManager;
31 struct iTextureWrapper;
44 csRef<iTextureManager> txtmgr;
45 csRef<iGeneralFactoryState> facState;
46 csRef<iGeneralMeshState> genState;
49 csString sizeFileName;
53 csArray<uint16> width;
54 csArray<uint16> height;
62 virtual bool SetText(
const csArray<psEffectTextElement> &elements);
63 virtual bool SetText(
const csArray<psEffectTextRow> &rows);
64 virtual bool SetText(
int rows, ...);
66 bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
70 virtual bool Render(
const csVector3 &up);
71 virtual bool Update(csTicks elapsed);
void LoadGlyphs(csString name)
virtual void CloneBase(psEffectObj *newObj) const
Convenience function to clone the base member variables.
The manager of all 2D effect elements.
virtual bool Render(const csVector3 &up)
Renders the effect.
psEffectObj * Clone() const
Clones the effect object.
bool PostSetup()
performs the post setup (after the effect obj has been loaded).
virtual bool SetText(const csArray< psEffectTextElement > &elements)
Creates a material that will fit an array of text elements and draws those elements.
An effect is not much more than a collection of effect objects.
void DrawTextElement(const psEffectTextElement &element)
virtual ~psEffectObjLabel()
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node.
virtual bool Update(csTicks elapsed)
Updates the spell effect – called every frame.
psEffectObjLabel(iView *parentView, psEffect2DRenderer *renderer2d)
psEffect2DRenderer * renderer2d
virtual bool CreateMeshFact()
Creates a mesh factory for this quad.