Module gui_textbutton

Types

PGUITextButton = ref TGUITextButton
TGUITextButton = object of TGUIButton
  fSprite: PSprite
  fSurface: PSurface
  fText: PText

Procs

proc init(obj: PGUITextButton; graphic: PSprite; font: PFontObject; text: string)
proc free(obj: PGUITextButton)
proc newGUITextButton(graphic: PSprite; font: PFontObject; text: string; 
                      x: float = 0.0000000000000000e+00; 
                      y: float = 0.0000000000000000e+00; cmd: TCallback = nil; 
                      cmdObj: PObject = nil; lockable: bool = false; 
                      locked: bool = false; colliderType: TColliderType = CTBox): PGUITextButton

graphic: sprite with button frames.

font: font object to write text with.

text: string of text to write on button.

x, y: button coordinates.

cmd: command callback (to call when button is pressed).

cmdObj: callback target object.

lockable: true if button is lockable.

locked: true to lock button by default (only if lockable is true)

colliderType: collider type (CTPoint, CTBox, CTCircle, CTMask)

Note: textbutton frames in sprite must be in this order:

  • 0 - default (left part)
  • 1 - default (middle part)
  • 2 - default (right part)
  • 3 - pressed (left part)
  • 4 - pressed (middle part)
  • 5 - pressed (right part)
  • 6 - hover (left part)
  • 7 - hover (middle part)
  • 8 - hover (right part)
  • 9 - hover pressed (left part)
  • 10 - hover pressed (middle part)
  • 11 - hover pressed (right part)
proc updateGUITextButton(obj: PGUITextButton)

Methods

method text(obj: PGUITextButton): string {.inline.}
Get text written on button.
method text=(obj: PGUITextButton; value: string) {.inline.}
Set text to write on button.
method update(obj: PGUITextButton) {.inline.}
Generated: 2012-11-11 20:09:27 UTC