Skylicht Engine
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Graphics2D
GUI
CGUIMask.h
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/*
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!@
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MIT License
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Copyright (c) 2019 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "CGUIElement.h"
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namespace
Skylicht
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{
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class
SKYLICHT_API CGUIMask :
public
CGUIElement
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{
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friend
class
CCanvas;
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CGUIMask(CCanvas* canvas, CGUIElement* parent,
const
core::rectf
& rect);
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bool
m_drawMask;
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core::vector3df
m_topLeft;
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core::vector3df
m_bottomRight;
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public
:
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virtual
~CGUIMask();
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virtual
void
update(
CCamera
* camera);
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virtual
void
render(
CCamera
* camera);
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void
applyParentClip(CGUIMask* parent);
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void
beginMaskTest(
CCamera
* camera);
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void
drawMask(
CCamera
* camera);
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void
endMaskTest();
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inline
void
clearMask()
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{
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m_drawMask =
false
;
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}
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protected
:
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void
updateClipRect(
CCamera
* camera);
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DECLARE_GETTYPENAME(CGUIMask)
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};
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}
Skylicht::CCamera
This is an object class used to set up the camera, including its position, viewing angle,...
Definition
CCamera.h:70
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::vector3df
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition
vector3d.h:445
irr::core::rectf
rect< f32 > rectf
Rectangle with float values.
Definition
rect.h:271
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