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NAVTOR SDK
v.3.0
Software Development Kit for fast and efficient development of ECDIS, ECS and generic marine applications
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GL2D Texts Collection object. More...
#include <gl2d_texts_coll_interface.h>
Inherits ISDKProperties.
Public Member Functions | |
| virtual void SDK_CALLTYPE | Dump () const =0 throw () |
| Dumps given object. | |
| virtual IGL2DCanvasSP SDK_CALLTYPE | GetParent () const =0 throw () |
| Returns parent canvas object. | |
| virtual SDKUInt32 SDK_CALLTYPE | GetMemSize () const =0 throw () |
| Returns OpenGL memory size used for texts collection Statistics only - value refreshed after FinishEdit call. | |
| virtual SDKUInt32 SDK_CALLTYPE | GetActiveTextPositionsCount () const =0 throw () |
| Returns total number of active (visible) text positions in given texts collection object Statistics only - value refreshed after FinishEdit call. | |
| virtual SDKUInt32 SDK_CALLTYPE | GetTextsCount () const =0 throw () |
| Returns total number of text entries in collection. | |
| virtual IGL2DTextsCollEntrySP SDK_CALLTYPE | GetTextByIndex (const SDKUInt32 &index) const =0 throw () |
| Returns text entry by it's index. | |
| virtual IGL2DTextsCollEntrySP SDK_CALLTYPE | GetTextByID (const GL2DTextsCollEntryID &id) const =0 throw () |
| Returns text entry by it's ID. | |
| virtual SDKResult SDK_CALLTYPE | StartEdit ()=0 throw () |
| Starts texts collection edit process, call for this method in case you want to change anything in given collection, after all of changes were applied, call for FinishEdit method - this will initiate internal GL buffers regeneration and only after that updated texts can be displayed. | |
| virtual SDKResult SDK_CALLTYPE | FinishEdit ()=0 throw () |
| Finishes previously started edit texts collection operation. | |
| virtual bool SDK_CALLTYPE | IsEditing () const =0 throw () |
| Checks, if texts collection edit operation in progress now. | |
| IGL2DTextsCollEntrySP SDK_CALLTYPE | AddGenericText (const IGL2DTextSP &text) |
| Adds generic text without color info, color(s) should be set later via appropriate IGL2DTextsCollEntry/IGL2DTextsCollEntryPos method. | |
| IGL2DTextsCollEntrySP SDK_CALLTYPE | AddSimpleText (const IGL2DTextSP &text, const SDKColorF &text_color) |
| Adds simple text to collection, color will be applied to all of current text positions. | |
| IGL2DTextsCollEntrySP SDK_CALLTYPE | AddBorderedText (const IGL2DTextSP &text, const SDKColorF &text_color, const SDKColorF &border_color) |
| Adds bordered text to collection, color will be applied to all of current text positions. | |
| virtual SDKResult SDK_CALLTYPE | RemoveText (const GL2DTextsCollEntryID &text_id)=0 throw () |
| Removes text from collection by it's ID StartEdit method should be called before calling this one. | |
| virtual SDKResult SDK_CALLTYPE | Toggle (const IGL2DTextsVisStateSP &texts_visibility_state)=0 throw () |
| Toggles several texts on/off. | |
Protected Member Functions | |
| virtual IGL2DTextsCollEntrySP SDK_CALLTYPE | AddText (const IGL2DTextSP &text, const SDKColorF &text_color, const SDKColorF &border_color)=0 throw () |
| Adds new text to texts collection After text successfully added, given instance of text can be released if not needed more text - Text to add text_color - Text color to use for drawing border_color - Text border color to use for drawing (bordered text only) StartEdit method should be called before calling this one. More... | |
GL2D Texts Collection object.
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protectedpure virtual | ||||||||||||||||||||||||
Adds new text to texts collection After text successfully added, given instance of text can be released if not needed more text - Text to add text_color - Text color to use for drawing border_color - Text border color to use for drawing (bordered text only) StartEdit method should be called before calling this one.
Do not use this method directly, see AddXXXText instead