20 #ifndef PS_EFFECT_OBJ_LABEL_HEADER    21 #define PS_EFFECT_OBJ_LABEL_HEADER    24 #include <imesh/genmesh.h>    25 #include <csutil/cscolor.h>    30 struct iTextureManager;
    31 struct iTextureWrapper;
    44     csRef<iTextureManager>  txtmgr;
    45     csRef<iGeneralFactoryState> facState;
    46     csRef<iGeneralMeshState> genState;
    49     csString       sizeFileName;
    53     csArray<uint16> width;
    54     csArray<uint16> height;
    62     virtual bool SetText(
const csArray<psEffectTextElement> &elements);
    63     virtual bool SetText(
const csArray<psEffectTextRow> &rows);
    64     virtual bool SetText(
int rows, ...);
    66     bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
    70     virtual bool Render(
const csVector3 &up);
    71     virtual bool Update(csTicks elapsed);
 void LoadGlyphs(csString name)
 
virtual void CloneBase(psEffectObj *newObj) const 
Convenience function to clone the base member variables. 
 
The manager of all 2D effect elements. 
 
virtual bool Render(const csVector3 &up)
Renders the effect. 
 
psEffectObj * Clone() const 
Clones the effect object. 
 
bool PostSetup()
performs the post setup (after the effect obj has been loaded). 
 
virtual bool SetText(const csArray< psEffectTextElement > &elements)
Creates a material that will fit an array of text elements and draws those elements. 
 
An effect is not much more than a collection of effect objects. 
 
void DrawTextElement(const psEffectTextElement &element)
 
virtual ~psEffectObjLabel()
 
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node. 
 
virtual bool Update(csTicks elapsed)
Updates the spell effect – called every frame. 
 
psEffectObjLabel(iView *parentView, psEffect2DRenderer *renderer2d)
 
psEffect2DRenderer * renderer2d
 
virtual bool CreateMeshFact()
Creates a mesh factory for this quad.