Torque3D Documentation / _generateds / guiBackgroundCtrl.h

guiBackgroundCtrl.h

Engine/source/gui/controls/guiBackgroundCtrl.h

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Classes:

class

Renders a background, so you can have a backdrop for your GUI.

Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _GUIBACKGROUNDCTRL_H_
25#define _GUIBACKGROUNDCTRL_H_
26
27#ifndef _GUICONTROL_H_
28#include "gui/core/guiControl.h"
29#endif
30
31/// Renders a background, so you can have a backdrop for your GUI.
32class GuiBackgroundCtrl : public GuiControl
33{
34private:
35   typedef GuiControl Parent;
36
37public:
38   bool  mDraw;
39
40   //creation methods
41   DECLARE_CONOBJECT(GuiBackgroundCtrl);
42   DECLARE_CATEGORY( "Gui Containers" );
43   
44   GuiBackgroundCtrl();
45
46   void onRender(Point2I offset, const RectI &updateRect);
47};
48
49#endif
50