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jade-engine
0.0
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#include <Button.h>
Public Attributes | |
| ObjectLayer | layer |
| std::string | textureNormal |
| std::string | texturePressed |
| std::string | textureDisabled |
| std::string | textureHovered |
| bool | spriteSheet |
| std::string | spriteSheetName |
| int32_t | width |
| int32_t | height |
| int32_t | z |
| int32_t | cornerSize |
| int32_t | pressedDepth |
| std::string | text |
| std::string | fontName |
| uint32_t | fontSize |
| SDL_Color | textColor |
| SDL_Color | disabledTextColor |
| std::string | clickSound |
Parameters required to create a Button game object.
Template to copy:
| ObjectLayer JadeEngine::ButtonParams::layer |
Layer that will the Sprite belong to.
| bool JadeEngine::ButtonParams::spriteSheet |
Whether the textureNormal, texturePressed, textureDisabled, textureHovered refer to sprite-sheet contained textures. Same meaning as SpriteParams::spriteSheet.
| std::string JadeEngine::ButtonParams::spriteSheetName |
If spriteSheet is true defines the texture to use as sprite-sheet source. Same meaning as SpriteParams::spriteSheetName.
| std::string JadeEngine::ButtonParams::textureDisabled |
Texture to use representing the button when it is disabled.
If the spriteSheet is true this refers to a texture defined in a sprite-sheet. See SpriteParams::textureName for more details.
| std::string JadeEngine::ButtonParams::textureHovered |
Texture to use on top of textureNormal when the button is hovered by mouse.
If the spriteSheet is true this refers to a texture defined in a sprite-sheet. See SpriteParams::textureName for more details.
| std::string JadeEngine::ButtonParams::textureNormal |
Texture to use representing the button when it is in the normal state.
If the spriteSheet is true this refers to a texture defined in a sprite-sheet. See SpriteParams::textureName for more details.
| std::string JadeEngine::ButtonParams::texturePressed |
Texture to use representing the button when it is in the pressed state.
If the spriteSheet is true this refers to a texture defined in a sprite-sheet. See SpriteParams::textureName for more details.