Open Reality Reference Guide
fbhud.h File Reference

HUD (Head Up Display) More...

#include <kaydaradef.h>
#include <fbsdk/fbcomponent.h>
#include <fbsdk/fbproperties.h>
#include <fbsdk/fbtexture.h>

Go to the source code of this file.

Classes

class  FBHUDElement
 Heads Up display. More...
 
struct  FBHUDElement::Rect
 HUD element rectangle for drawing in the view. More...
 
class  FBPropertyListHUDElement
 PropertyList: Handle. More...
 
class  FBHUDTextElement
 Heads Up display. More...
 
class  FBHUDRectElement
 Heads Up display. More...
 
class  FBHUDTextureElement
 Heads Up display. More...
 
class  FBHUDFlashElement
 Heads Up display. More...
 
class  FBHUDBloopSlateElement
 Heads Up display. More...
 
class  FBHUDTimelineElement
 Heads Up display. More...
 
class  FBPropertyListHUD
 PropertyList: Handle. More...
 
class  FBHUD
 Heads Up display. More...
 
class  FBHUDManager
 

Macros

#define FBSDK_DLL   K_DLLIMPORT
 Be sure that FBSDK_DLL is defined only once... More...
 
#define FBStorableCustomHUDElementImplementation(ClassName, Desc)
 Custom Storable HUDELement Class implementation. More...
 

Enumerations

enum  FBHUDElementHAlignment {
  kFBHUDLeft ,
  kFBHUDRight ,
  kFBHUDCenter
}
 
enum  FBHUDElementVAlignment {
  kFBHUDBottom ,
  kFBHUDTop ,
  kFBHUDVCenter = kFBHUDCenter
}
 

Functions

 FB_DEFINE_ENUM (K_DLLIMPORT, HUDElementHAlignment)
 
 FB_DEFINE_ENUM (K_DLLIMPORT, HUDElementVAlignment)
 
 FB_FORWARD (FBViewingOptions)
 
 __FB_FORWARD (FBHUDElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDElement)
 
 FB_DEFINE_LIST (K_DLLIMPORT, HUDElement)
 
 FB_FORWARD (FBPropertyListHUDElement)
 
 __FB_FORWARD (FBHUDTextElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDTextElement)
 
 __FB_FORWARD (FBHUDRectElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDRectElement)
 
 __FB_FORWARD (FBHUDTextureElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDTextureElement)
 
 __FB_FORWARD (FBHUDFlashElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDFlashElement)
 
 __FB_FORWARD (FBHUDBloopSlateElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDBloopSlateElement)
 
 __FB_FORWARD (FBHUDTimelineElement)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDTimelineElement)
 
 __FB_FORWARD (FBHUD)
 
 FB_DEFINE_LIST (K_DLLIMPORT, HUD)
 
 FB_FORWARD (FBPropertyListHUD)
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUD)
 
 __FB_FORWARD (FBHUDManager)
 Heads Up display manager. More...
 
 FB_DEFINE_COMPONENT (K_DLLIMPORT, HUDManager)
 

Detailed Description

HUD (Head Up Display)

Definition in file fbhud.h.

Macro Definition Documentation

◆ FBSDK_DLL

#define FBSDK_DLL   K_DLLIMPORT

Be sure that FBSDK_DLL is defined only once...

Definition at line 48 of file fbhud.h.

◆ FBStorableCustomHUDElementImplementation

#define FBStorableCustomHUDElementImplementation (   ClassName,
  Desc 
)
Value:
const char* ClassName::FbxGetObjectSubType(){ return #ClassName; }\
HIObject RegisterStorable##ClassName##Create(HIObject /*pOwner*/, const char* pName, void* /*pData*/){\
ClassName* Class = new ClassName(pName);\
Class->mAllocated = true;\
if( Class->FBCreate() ){\
return Class->GetHIObject();\
} else {\
delete Class;\
return NULL;}}\
FBLibraryModule(ClassName##Storable){\
FBString lGroup = "FbxStorable/HUDElement";\
FBRegisterObject(ClassName##R2, lGroup, #ClassName, Desc, RegisterStorable##ClassName##Create, true, NULL);\
}\

Custom Storable HUDELement Class implementation.

This should be placed in the source code file for a custom HUDElement class. See OpenReality sample project orhudelement_template for usage example.

Definition at line 159 of file fbhud.h.

Enumeration Type Documentation

◆ FBHUDElementHAlignment

Enumerator
kFBHUDLeft 

Left alignment.

kFBHUDRight 

Right alignment.

kFBHUDCenter 

Center.

Definition at line 63 of file fbhud.h.

◆ FBHUDElementVAlignment

Enumerator
kFBHUDBottom 

Bottom alignment.

kFBHUDTop 

Top alignment.

kFBHUDVCenter 

Center.

Definition at line 73 of file fbhud.h.

Function Documentation

◆ __FB_FORWARD()

__FB_FORWARD ( FBHUDManager  )

Heads Up display manager.

Manages the HUDs that are present in the scene. For example, you can use the HUD Manager to choose which HUD is drawn by default on cameras that do not have a HUD explicitly assigned.