// This source file is part of HGamer3D // (A project to enable 3D game development in Haskell) // For the latest info, see http://www.althainz.de/HGamer3D.html // // (c) 2011, 2012 Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // ClassWindowManager.h // #include "wchar.h" #ifndef _DEFINED_HG3D_ClassWindowManager #define _DEFINED_HG3D_ClassWindowManager #include "ClassPtr.h" #include "ClassWindow.h" // Constructs a new WindowManager void cegui_wmgr_construct(struct hg3dclass_struct * result_c); // Destructor for WindowManager void cegui_wmgr_destruct(struct hg3dclass_struct * thisclass_c); // Creates a new Window void cegui_wmgr_createWindow(struct hg3dclass_struct * thisclass_c, char * type_c, char * name_c, struct hg3dclass_struct * result_c); // Destroy the specified Window void cegui_wmgr_destroyWindow(struct hg3dclass_struct * thisclass_c, struct hg3dclass_struct * window_c); // Destroy the specified Window void cegui_wmgr_destroyWindow2(struct hg3dclass_struct * thisclass_c, char * window_c); // Return a pointer to the specified Window void cegui_wmgr_getWindow(struct hg3dclass_struct * thisclass_c, char * name_c, struct hg3dclass_struct * result_c); // Examines the list of Window void cegui_wmgr_isWindowPresent(struct hg3dclass_struct * thisclass_c, char * name_c, int * result_c); // Destroys all Window void cegui_wmgr_destroyAllWindows(struct hg3dclass_struct * thisclass_c); // Return whether the window dead pool is empty. void cegui_wmgr_isDeadPoolEmpty(struct hg3dclass_struct * thisclass_c, int * result_c); // Permanently destroys any windows placed in the dead pool. void cegui_wmgr_cleanDeadPool(struct hg3dclass_struct * thisclass_c); // Save a full XML window layout, starting at the given Window void cegui_wmgr_saveWindowLayout(struct hg3dclass_struct * thisclass_c, char * window_c, char * filename_c, const int writeParent_c); // Save a full XML window layout, starting at the given Window void cegui_wmgr_saveWindowLayout2(struct hg3dclass_struct * thisclass_c, struct hg3dclass_struct * window_c, char * filename_c, const int writeParent_c); // Rename a window. void cegui_wmgr_renameWindow(struct hg3dclass_struct * thisclass_c, char * window_c, char * new_name_c); // Rename a window. void cegui_wmgr_renameWindow2(struct hg3dclass_struct * thisclass_c, struct hg3dclass_struct * window_c, char * new_name_c); // Put WindowManager void cegui_wmgr_lock(struct hg3dclass_struct * thisclass_c); // Put WindowManager void cegui_wmgr_unlock(struct hg3dclass_struct * thisclass_c); // Returns whether WindowManager void cegui_wmgr_isLocked(struct hg3dclass_struct * thisclass_c, int * result_c); // Returns the default resource group currently set for layouts. void cegui_wmgr_getDefaultResourceGroup(char * result_c); // Sets the default resource group to be used when loading layouts. void cegui_wmgr_setDefaultResourceGroup(char * resourceGroup_c); #endif