41 #ifndef _uisingleimagelayer_h
42 #define _uisingleimagelayer_h
44 #include "UI/imagelayer.h"
65 virtual void RedrawImpl(
Boole Force);
95 virtual Boole IsCompletelyTransparent()
const;
99 virtual void SetSprite(
Sprite* NewSprite);
102 virtual void SetSprite(
const String& SpriteName);
106 virtual void SetSprite(
const String& SpriteName,
const String& Atlas);
118 virtual void ProtoSerializeProperties(
XML::Node& SelfRoot)
const;
120 virtual void ProtoDeSerializeProperties(
const XML::Node& SelfRoot);
123 virtual String GetDerivedSerializableName()
const;
125 static String GetSerializableName();
bool Boole
Generally acts a single bit, true or false.
QuadCorner
Used by Sprites and Glyphs for tracking their placement on a TextureAtlas.
This is a simple class for holding 4 reals representing the colour any give object or lightsource can...
A light-weight handle for manipulating nodes in DOM tree.
Gradient
Used by various basic renderables for applying a gradient effect to a colour or texture on a quad...
This layer is for placing images and basic colours in it's parents' quad space.
Sprite * LayerSprite
A pointer to the sprite that will be rendered by this layer.
RenderLayerType
This enum describes the type of RenderLayer this is for use in casting.
The bulk of the engine components go in this namspace.
This represents a nestable quad for an object in a GUI layout.
This is an image layer that supports rendering only a single image/sprite.
Basic class used to describe a portion of a texture to be applied to a Quad.
std::string String
A datatype used to a series of characters.