void GUIQuad::setScissor(bool enabled) { lockFrameIfVisible(); _scissor = enabled; unlockFrameIfVisible(); }
void GUIQuad::setHeight(float h) { lockFrameIfVisible(); _y2 = _y1 + h; unlockFrameIfVisible(); }
void GUIQuad::setXOR(bool enabled) { lockFrameIfVisible(); _xor = enabled; unlockFrameIfVisible(); }
void GUIQuad::setWidth(float w) { lockFrameIfVisible(); _x2 = _x1 + w; unlockFrameIfVisible(); }
void GUIQuad::setTexture(TextureHandle texture) { lockFrameIfVisible(); _texture = texture; buildMaterial(); unlockFrameIfVisible(); }
void Text::setSize(float width, float height) { lockFrameIfVisible(); _width = roundf(width); _height = roundf(height); _lineCount = _font.getFont().getLineCount(_str, _width, _height); unlockFrameIfVisible(); }
void Text::setColor(float r, float g, float b, float a) { lockFrameIfVisible(); _r = r; _g = g; _b = b; _a = a; unlockFrameIfVisible(); }
void ModelNode_NWN2::setTint(const float tint[3][4]) { lockFrameIfVisible(); memcpy(_tint, tint, 3 * 4 * sizeof(float)); removeTint(); createTint(); unlockFrameIfVisible(); }
void Text::setPosition(float x, float y, float z) { lockFrameIfVisible(); _x = roundf(x); _y = roundf(y); _distance = z; resort(); unlockFrameIfVisible(); }
void GeometryObject::setRotation(float x, float y, float z) { lockFrameIfVisible(); _rotation[0] = x; _rotation[1] = y; _rotation[2] = z; calculateDistance(); resort(); unlockFrameIfVisible(); }
void GUIQuad::setPosition(float x, float y, float z) { lockFrameIfVisible(); _x2 = _x2 - _x1 + x; _y2 = _y2 - _y1 + y; _x1 = x; _y1 = y; _distance = z; resort(); unlockFrameIfVisible(); }
void Text::setText(const Common::UString &str) { lockFrameIfVisible(); if (!_disableColorTokens) parseColors(str, _str, _colors); else _str = str; Font &font = _font.getFont(); font.buildChars(str); _lineCount = font.getLineCount(_str, _width, _height); unlockFrameIfVisible(); }
void GUIQuad::setTexture(const Common::UString &texture) { lockFrameIfVisible(); try { if (texture.empty()) _texture.clear(); else _texture = TextureMan.get(texture); } catch (...) { _texture.clear(); _r = _g = _b = _a = 0.0; } unlockFrameIfVisible(); }