class EE::UI::UIStyle

#include <uistyle.hpp>

class UIStyle: public EE::UI::UIState {
public:
    // construction

    UIStyle(UIWidget* widget);
    virtual ~UIStyle();

    // methods

    static UIStyle* New(UIWidget* widget);
    virtual bool stateExists(const Uint32& state) const;
    void load();
    virtual void onStateChange();
    const CSS::StyleSheetProperty* getStatelessStyleSheetProperty(const Uint32& propertyId) const;
    void setStyleSheetProperties(const CSS::StyleSheetProperties& properties);
    void setStyleSheetProperty(const CSS::StyleSheetProperty& property);
    bool hasTransition(const std::string& propertyName);
    CSS::StyleSheetPropertyAnimation* getAnimation(const CSS::PropertyDefinition* propertyDef);
    bool hasAnimation(const CSS::PropertyDefinition* propertyDef);
    CSS::TransitionDefinition getTransition(const std::string& propertyName);
    const bool& isChangingState() const;
    CSS::StyleSheetVariable getVariable(const std::string& variable);
    bool getForceReapplyProperties() const;
    void setForceReapplyProperties(bool forceReapplyProperties);
    bool getDisableAnimations() const;
    void setDisableAnimations(bool disableAnimations);
    bool isStructurallyVolatile() const;
    void reloadFontFamily();
    void addStructurallyVolatileChild(UIWidget* widget);
    void removeStructurallyVolatileChild(UIWidget* widget);
    UnorderedSet<UIWidget*>& getStructurallyVolatileChilds();
    bool hasProperty(const CSS::PropertyId& propertyId) const;
    void resetGlobalDefinition();
};

Inherited Members

public:
    // enums

    enum UIStates;
    enum UIStatesFlags;

    // methods

    static const char* getStateName(const Uint32& State);
    static int getStateNumber(const std::string& State);
    static const char* getStateNameFromStateFlag(const Uint32& stateFlag);
    static const Uint32& getStateFlag(const Uint32& stateIndex);
    static Uint32 getStateFlagFromName(const std::string& name);
    static bool isStateName(const std::string& State);
    const Uint32& getState() const;
    void setState(const Uint32& State);
    void pushState(const Uint32& State);
    void popState(const Uint32& State);
    virtual bool stateExists(const Uint32& State) const = 0;
    const Uint32& getCurrentState() const;
    const Uint32& getPreviousState() const;