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irr::gui::IGUIElementFactory Class Reference

Interface making it possible to dynamically create GUI elements. More...

#include <IGUIElementFactory.h>

Inheritance diagram for irr::gui::IGUIElementFactory:
irr::IReferenceCounted

Public Member Functions

virtual IGUIElementaddGUIElement (EGUI_ELEMENT_TYPE type, IGUIElement *parent=0)=0
 adds an element to the gui environment based on its type id
virtual IGUIElementaddGUIElement (const c8 *typeName, IGUIElement *parent=0)=0
 adds a GUI element to the GUI Environment based on its type name
virtual s32 getCreatableGUIElementTypeCount () const =0
 Get amount of GUI element types this factory is able to create.
virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType (s32 idx) const =0
 Get type of a createable element type.
virtual const c8getCreateableGUIElementTypeName (s32 idx) const =0
 Get type name of a createable GUI element type by index.
virtual const c8getCreateableGUIElementTypeName (EGUI_ELEMENT_TYPE type) const =0
 returns type name of a createable GUI element
- Public Member Functions inherited from irr::IReferenceCounted
bool drop () const
 Drops the object. Decrements the reference counter by one.
const c8getDebugName () const
 Returns the debug name of the object.
s32 getReferenceCount () const
 Get the reference count.
void grab () const
 Grabs the object. Increments the reference counter by one.
 IReferenceCounted ()
 Constructor.
virtual ~IReferenceCounted ()
 Destructor.

Additional Inherited Members

- Protected Member Functions inherited from irr::IReferenceCounted
void setDebugName (const c8 *newName)
 Sets the debug name of the object.

Detailed Description

Interface making it possible to dynamically create GUI elements.

To be able to add custom elements to Irrlicht and to make it possible for the

scene manager to save and load them, simply implement this interface and register it in your gui environment via IGUIEnvironment::registerGUIElementFactory. Note: When implementing your own element factory, don't call IGUIEnvironment::grab() to increase the reference counter of the environment. This is not necessary because the it will grab() the factory anyway, and otherwise cyclic references will be created.

Definition at line 26 of file IGUIElementFactory.h.

Member Function Documentation

virtual IGUIElement* irr::gui::IGUIElementFactory::addGUIElement ( EGUI_ELEMENT_TYPE  type,
IGUIElement parent = 0 
)
pure virtual

adds an element to the gui environment based on its type id

\param type: Type of the element to add.
Parameters
parent,:Parent scene node of the new element, can be null to add to the root.
Returns
Pointer to the new element or null if not successful.
virtual IGUIElement* irr::gui::IGUIElementFactory::addGUIElement ( const c8 typeName,
IGUIElement parent = 0 
)
pure virtual

adds a GUI element to the GUI Environment based on its type name

\param typeName: Type name of the element to add.
Parameters
parent,:Parent scene node of the new element, can be null to add it to the root.
Returns
Pointer to the new element or null if not successful.
virtual s32 irr::gui::IGUIElementFactory::getCreatableGUIElementTypeCount ( ) const
pure virtual

Get amount of GUI element types this factory is able to create.

virtual EGUI_ELEMENT_TYPE irr::gui::IGUIElementFactory::getCreateableGUIElementType ( s32  idx) const
pure virtual

Get type of a createable element type.

\param idx: Index of the element type in this factory. Must be a value between 0 and

getCreatableGUIElementTypeCount()

virtual const c8* irr::gui::IGUIElementFactory::getCreateableGUIElementTypeName ( s32  idx) const
pure virtual

Get type name of a createable GUI element type by index.

\param idx: Index of the type in this factory. Must be a value between 0 and

getCreatableGUIElementTypeCount()

virtual const c8* irr::gui::IGUIElementFactory::getCreateableGUIElementTypeName ( EGUI_ELEMENT_TYPE  type) const
pure virtual

returns type name of a createable GUI element

\param type: Type of GUI element.
Returns
Name of the type if this factory can create the type, otherwise 0.

The documentation for this class was generated from the following file:

The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated on Mon May 6 2013 07:46:05 by Doxygen (1.8.1.2)