25 #ifndef ENGINES_NWN_GUI_WIDGETS_PORTRAIT_H 26 #define ENGINES_NWN_GUI_WIDGETS_PORTRAIT_H 60 float bR = 1.0f,
float bG = 1.0f,
float bB = 1.0f,
float bA = 1.0f);
76 void getPosition(
float &x,
float &y,
float &z)
const;
79 bool isIn(
float x,
float y)
const;
125 float bR = 1.0f,
float bG = 1.0f,
float bB = 1.0f,
float bA = 1.0f);
152 #endif // ENGINES_NWN_GUI_WIDGETS_PORTRAIT_H
Graphics::Aurora::TextureHandle _texture
Shader renderable, a class for easier managing of a collection of items (surface, material...
A class holding an UTF-8 string.
float getWidth() const
Get the scrollbar's width.
Common::ScopedPtr< Graphics::Shader::ShaderRenderable > _borderRenderable
void calculateDistance()
Calculate the object's distance.
A handle to an Aurora texture.
std::vector< Quad > _qBorder
void getPosition(float &x, float &y, float &z) const
Get the current position of the portrait.
Portrait(const Common::UString &name, Size size, float border=0.0f, float bR=1.0f, float bG=1.0f, float bB=1.0f, float bA=1.0f)
void renderImmediate(const glm::mat4 &parentTransform)
For shader based systems, don't sort anything, render this right_now.
Common::ScopedPtr< Graphics::Shader::ShaderMaterial > _borderMaterial
void setPosition(float x, float y, float z)
Set the current position of the portrait.
Common::ScopedPtr< Graphics::Shader::ShaderRenderable > _renderable
void render(Graphics::RenderPass pass)
Render the object.
float getHeight() const
Get the scrollbar's height.
void setBorderColor(float bR, float bG, float bB, float bA)
Set border color.
Common::ScopedPtr< Graphics::Shader::ShaderMaterial > _material
void setPortrait(const Common::UString &name)
Set the current portrait.
bool isIn(float x, float y) const
Is the point within the portrait?
Common::ScopedPtr< Graphics::Shader::ShaderSurface > _surface