📄 wmlswitchnode.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLSWITCHNODE_H
#define WMLSWITCHNODE_H
#include "WmlNode.h"
namespace Wml
{
class WML_ITEM SwitchNode : public Node
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// construction
SwitchNode (int iQuantity = 1, int iGrowBy = 1);
enum { SN_INVALID_CHILD = -1 };
void SetActiveChild (int iActiveChild);
int GetActiveChild () const;
void DisableAllChildren ();
// Picking support. The origin and direction of the ray must be in world
// coordinates. The application is responsible for deleting the pick
// records in the array.
//
// This function only picks on the active child. If there
// is a demand to support inactive children, I will need to add a member
// to this class indicating whether or not the caller wants active-only
// or all children to be picked.
virtual void DoPick (const Vector3f& rkOrigin,
const Vector3f& rkDirection, PickArray& rkResults);
protected:
// drawing
virtual void Draw (Renderer& rkRenderer);
int m_iActiveChild;
};
WmlSmartPointer(SwitchNode);
WmlRegisterStream(SwitchNode);
#include "WmlSwitchNode.inl"
}
#endif
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