fprintf(mFile,"\"%s.sp\"",mName.c_str());
}
void getSpinX()const
{
fprintf(mFile,"\"%s.sp.spx\"",mName.c_str());
}
void getSpinY()const
{
fprintf(mFile,"\"%s.sp.spx.sp\" %d",mName.c_str(),mY);
}
void getSpinZ()const
{
fprintf(mFile,"\"%s.sp.spx.sp.sp\" %d %d %d %d %d %d",mName.c_str(),mZ,mX,mY,mZMin,mZMax,mXSize);
}
//! sets the active name
void setName(const char* inName)
{
if (mName != inName)
{
mName = inName;
rebuild();
}
}
void setMinX(float inX)
{
if (mX<inX) mX=inX;
}
void setMaxX(float inX)
{
if (mX>inX) mX=inX;
}
void setMinY(float inY)
{
if (mY<inY) mY=inY;
}
void setMaxY(float inY)
{
if (mY>inY) mY=inY;
}
void setMinZ(float inZ)
{
if (mZ<inZ) mZ=inZ;
}
void setMaxZ(float inZ)
{
if (mZ>inZ) mZ=inZ;
}
float getXMin()const
{
return mXMin;
}
float getXMax()const
{
return mXMax;
}
float getYMin()const
{
return mYMin;
}
float getYMax()const
{
return mYMax;
}
float getZMin()const
{
return mZMin;
}
float getZMax()const
{
return mZMax;
}
//! the mouse's position
float getMouseX()const
{
return mMouseX;
}
float getMouseY()const
{
return mMouseY;
}
float getMouseZ()const
{
return mMouseZ;
}
//! Get the color of this style
core::stringc getColorName()const;
//! Returns a char* array with the name of the mouse
core::array<core::stringc> getNames() const;
//! return the current internal scale, so to display text, you have to modify
void setScale(bool newScale, const core::dimension2d<f32>& newScaleDimension);
bool isScaleSet()const
{
return mScale!=0;
}
core::dimension2d<u32> getScaleDimension()const;
bool isActive() const
{
return (mSelectedSubId.size()>0);
}
//! returns the name of the sub node
virtual core::stringw getNodeName() const =0;
//! returns the name of the sub node at index
virtual core::stringw getNodeName(u32 index) const =0;
//! returns the pointer to the node in the current sub list
virtual ISceneNode* getSceneNode(s32 subId) =0;
//! returns the type of node
virtual E_NODE_TYPE getType() const =0;
//! return a reference to the internal scene node
virtual IAnimatedMeshSceneNode* getAnimatedMeshSceneNode() =0;
virtual bool isMeshSceneNode() const =0;
//! set if an IAnimatedMeshSceneNode is an IMeshSceneNode
virtual void setMesh(IGameSceneNode* node) = 0;
//! set if an IAnimatedMeshSceneNode is an IAnimatedMesh
virtual void setAnimatedMesh(IAnimatedMeshSceneNode* node) = 0;
virtual void