UIElement

Base class of the UI widget hierarchy. MAYDO: a bunch of stuff in that class is intended specifically for the root element, there is probably a batter design to find

Destructor

A destructor is present on this object, but not explicitly documented in the source.

Members

Functions

getDrawList
void getDrawList(Vec!UIElement list)

Appends the Elements that should be drawn, in order. You should empty it before calling this function. Everything visible get into the draw list, but that doesn't mean they will get drawn if they don't overlap with a dirty area.

onAnimate
void onAnimate(double dt, double time)

Called periodically for every UIElement. Override this to create animations. Using setDirty there allows to redraw an element continuously (like a meter or an animated object). Warning: Summing dt will not lead to a time that increase like time. time can go backwards if the window was reopen. time is guaranteed to increase as fast as system time but is not synced to audio time.

onDraw
void onDraw(ImageRef!RGBA diffuseMap, ImageRef!L16 depthMap, ImageRef!RGBA materialMap, box2i[] dirtyRects)

Draw method. This gives you 3 surfaces cropped by _position for drawing. Note that you are not forced to draw all the surfaces at all, in which case the below backgroundUIElement will be displayed.

parent
UIElement parent()
position
box2i position()
position
box2i position(box2i p)

Forces the position of the element. It is typically used in the parent reflow() method

reflow
void reflow(box2i availableSpace)

TODO: useless until we have resizeable UIs. Meant to be overriden almost everytime for custom behaviour. Default behaviour is to span the whole area and reflow children. Any layout algorithm is up to you. Like in the DOM, children elements don't need to be inside _position of their parent.

removeChild
void removeChild(UIElement element)

Removes a child (but does not destroy it, you take back the ownership of it). Useful for creating dynamic UI's. MAYDO: there are restrictions for where this is allowed. Find them.

render
void render(ImageRef!RGBA diffuseMap, ImageRef!L16 depthMap, ImageRef!RGBA materialMap, box2i[] areasToUpdate)
setDirty
void setDirty(box2i rect)

Mark a part of the element dirty. This part must be a subrect of its _position.

setDirtyWhole
void setDirtyWhole()

Mark this element as wholly dirty. Important: you could call this from the audio thread, however it is much more efficient to mark the widget dirty with an atomic and call setDirty in animation callback.

topLevelParent
UIElement topLevelParent()

Variables

_children
Vec!UIElement _children;

The list of children UI elements.

_parent
UIElement _parent;

Parent element. Following this chain gets to the root element.

_position
box2i _position;

Position is the graphical extent of the element, or something larger. An UIElement is not allowed though to draw further than its _position. For efficiency it's best to keep _position as small as feasible.

_visible
bool _visible;

If _visible is false, neither the Element nor its children are drawn.

_zOrder
int _zOrder;

Higher z-order = above other UIElement. By default, every UIElement have the same z-order. Because the sort is stable, tree traversal order is the default order (depth first).

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