326 lines
16 KiB
HTML
326 lines
16 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HTML>
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<TITLE>class SG_EXPORT osg::State</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::State</A></H2></H2><BLOCKQUOTE>State class for managing a state stack.</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
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<param name=classes value="CReferenced,MReferenced.html,CState,MState.html">
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<param name=before value="M,M">
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<param name=after value="Md_,M">
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<param name=indent value="0,1">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.95.1">State</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.95.2">~State</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.3">pushStateSet</A></B>(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)
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<DD><I>push stateset onto state stack</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.4">popStateSet</A></B>()
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<DD><I>pop drawstate off state stack</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.5">captureCurrentState</A></B>(<!1><A HREF="StateSet.html">StateSet</A>& stateset) const
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<DD><I>copy the modes and attributes which captures the current state</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.6">reset</A></B>()
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<DD><I>reset the state object to an empty stack</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.95.7">applyProjectionMatrix</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>* matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">osg::Matrix</A>& <B><A HREF="#DOC.2.95.8">getProjectionMatrix</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.95.9">applyModelViewMatrix</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>* matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Matrix.html">osg::Matrix</A>& <B><A HREF="#DOC.2.95.10">getModelViewMatrix</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html">Polytope</A> <B><A HREF="#DOC.2.95.11">getViewFrustum</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.12">apply</A></B>(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)
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<DD><I>Apply stateset</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.13">apply</A></B>()
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<DD><I>Apply the state</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.95.14">applyMode</A></B>(const StateAttribute::GLMode mode, const bool enabled)
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<DD><I>Apply an OpenGL mode if required.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.95.15">applyAttribute</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)
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<DD><I>Apply an attribute if required.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.16">haveAppliedMode</A></B>(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
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<DD><I>Mode has been set externally, update state to reflect this setting</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.17">haveAppliedMode</A></B>(const StateAttribute::GLMode mode)
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<DD><I>Mode has been set externally, therefore dirty the associated mode in osg::State so it is applied on next call to osg::State::apply()</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.18">haveAppliedAttribute</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)
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<DD><I>Attribute has been applied externally, update state to reflect this setting</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.95.19">haveAppliedAttribute</A></B>(const StateAttribute::Type type)
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<DD><I>Attribute has been applied externally, and therefore this attribute type has been dirtied and will need to be re-appplied on next osg::Stateapply().</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.95.20">getLastAppliedMode</A></B>(const StateAttribute::GLMode mode) const
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<DD><I>Get whether the current specified mode is enabled (true) or disabled (false)</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* <B><A HREF="#DOC.2.95.21">getLastAppliedAttribute</A></B>(const StateAttribute::Type type) const
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<DD><I>Get the current specified attribute, return NULL is one has not yet been applied</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.95.22">setContextID</A></B>(unsigned int contextID)
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<DD><I>Set the current OpenGL context uniqueID.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.95.23">getContextID</A></B>() const
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<DD><I>Get the current OpenGL context unique ID</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.95.24">setFrameStamp</A></B>(<!1><A HREF="FrameStamp.html">FrameStamp</A>* fs)
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<DD><I>Set the frame stamp for the current frame</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="FrameStamp.html">FrameStamp</A>* <B><A HREF="#DOC.2.95.25">getFrameStamp</A></B>() const
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<DD><I>Set the frame stamp for the current frame</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.95.26">setDisplaySettings</A></B>(<!1><A HREF="DisplaySettings.html">DisplaySettings</A>* vs)
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<DD><I>Set the DisplaySettings.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="DisplaySettings.html">DisplaySettings</A>* <B><A HREF="#DOC.2.95.27">getDisplaySettings</A></B>() const
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<DD><I>Get the DisplaySettings </I>
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>& <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline void <B>unref_nodelete</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>State class for managing a state stack.
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Lazy state updating is used to minimize state changes.</BLOCKQUOTE>
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<DL>
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<A NAME="State"></A>
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<A NAME="DOC.2.95.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> State()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~State"></A>
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<A NAME="DOC.2.95.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~State()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="pushStateSet"></A>
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<A NAME="DOC.2.95.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void pushStateSet(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)</B></TT>
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<DD>push stateset onto state stack
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<DL><DT><DD></DL><P>
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<A NAME="popStateSet"></A>
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<A NAME="DOC.2.95.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void popStateSet()</B></TT>
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<DD>pop drawstate off state stack
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<DL><DT><DD></DL><P>
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<A NAME="captureCurrentState"></A>
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<A NAME="DOC.2.95.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void captureCurrentState(<!1><A HREF="StateSet.html">StateSet</A>& stateset) const </B></TT>
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<DD>copy the modes and attributes which captures the current state
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<DL><DT><DD></DL><P>
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<A NAME="reset"></A>
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<A NAME="DOC.2.95.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void reset()</B></TT>
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<DD>reset the state object to an empty stack
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<DL><DT><DD></DL><P>
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<A NAME="applyProjectionMatrix"></A>
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<A NAME="DOC.2.95.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void applyProjectionMatrix(const <!1><A HREF="Matrix.html">osg::Matrix</A>* matrix)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getProjectionMatrix"></A>
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<A NAME="DOC.2.95.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">osg::Matrix</A>& getProjectionMatrix() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="applyModelViewMatrix"></A>
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<A NAME="DOC.2.95.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void applyModelViewMatrix(const <!1><A HREF="Matrix.html">osg::Matrix</A>* matrix)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getModelViewMatrix"></A>
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<A NAME="DOC.2.95.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Matrix.html">osg::Matrix</A>& getModelViewMatrix() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getViewFrustum"></A>
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<A NAME="DOC.2.95.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html">Polytope</A> getViewFrustum() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="apply"></A>
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<A NAME="DOC.2.95.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void apply(const <!1><A HREF="StateSet.html">StateSet</A>* dstate)</B></TT>
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<DD>Apply stateset
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<DL><DT><DD></DL><P>
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<A NAME="apply"></A>
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<A NAME="DOC.2.95.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void apply()</B></TT>
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<DD>Apply the state
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<DL><DT><DD></DL><P>
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<A NAME="applyMode"></A>
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<A NAME="DOC.2.95.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool applyMode(const StateAttribute::GLMode mode, const bool enabled)</B></TT>
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<DD>Apply an OpenGL mode if required.
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<DL><DT><DD></DL><P>
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<A NAME="applyAttribute"></A>
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<A NAME="DOC.2.95.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool applyAttribute(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)</B></TT>
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<DD>Apply an attribute if required.
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<DL><DT><DD></DL><P>
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<A NAME="haveAppliedMode"></A>
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<A NAME="DOC.2.95.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void haveAppliedMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)</B></TT>
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<DD>Mode has been set externally, update state to reflect this setting
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<DL><DT><DD></DL><P>
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<A NAME="haveAppliedMode"></A>
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<A NAME="DOC.2.95.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void haveAppliedMode(const StateAttribute::GLMode mode)</B></TT>
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<DD>Mode has been set externally, therefore dirty the associated mode in osg::State
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so it is applied on next call to osg::State::apply()
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<DL><DT><DD></DL><P>
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<A NAME="haveAppliedAttribute"></A>
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<A NAME="DOC.2.95.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void haveAppliedAttribute(const <!1><A HREF="StateAttribute.html">StateAttribute</A>* attribute)</B></TT>
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<DD>Attribute has been applied externally, update state to reflect this setting
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<DL><DT><DD></DL><P>
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<A NAME="haveAppliedAttribute"></A>
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<A NAME="DOC.2.95.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void haveAppliedAttribute(const StateAttribute::Type type)</B></TT>
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<DD>Attribute has been applied externally,
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and therefore this attribute type has been dirtied
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and will need to be re-appplied on next osg::Stateapply().
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note, if you have an osg::StateAttribute which you have applied externally
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then use the have_applied(attribute) method as this will the osg::State to
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track the current state more accuratly and enable lazy state updating such
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that only changed state will be applied.
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<DL><DT><DD></DL><P>
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<A NAME="getLastAppliedMode"></A>
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<A NAME="DOC.2.95.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool getLastAppliedMode(const StateAttribute::GLMode mode) const </B></TT>
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<DD>Get whether the current specified mode is enabled (true) or disabled (false)
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<DL><DT><DD></DL><P>
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<A NAME="getLastAppliedAttribute"></A>
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<A NAME="DOC.2.95.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* getLastAppliedAttribute(const StateAttribute::Type type) const </B></TT>
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<DD>Get the current specified attribute, return NULL is one has not yet been applied
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<DL><DT><DD></DL><P>
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<A NAME="setContextID"></A>
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<A NAME="DOC.2.95.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setContextID(unsigned int contextID)</B></TT>
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<DD>Set the current OpenGL context uniqueID.
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Note, it is the application developers responsibility to
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set up unique ID for each OpenGL context. This value is
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then used by osg::StateAttribure's and osg::Drawable's to
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help manage OpenGL display list and texture binds appropriate
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for each context.
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<DL><DT><DD></DL><P>
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<A NAME="getContextID"></A>
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<A NAME="DOC.2.95.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int getContextID() const </B></TT>
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<DD>Get the current OpenGL context unique ID
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<DL><DT><DD></DL><P>
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<A NAME="setFrameStamp"></A>
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<A NAME="DOC.2.95.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setFrameStamp(<!1><A HREF="FrameStamp.html">FrameStamp</A>* fs)</B></TT>
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<DD>Set the frame stamp for the current frame
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<DL><DT><DD></DL><P>
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<A NAME="getFrameStamp"></A>
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<A NAME="DOC.2.95.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="FrameStamp.html">FrameStamp</A>* getFrameStamp() const </B></TT>
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<DD>Set the frame stamp for the current frame
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<DL><DT><DD></DL><P>
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<A NAME="setDisplaySettings"></A>
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<A NAME="DOC.2.95.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDisplaySettings(<!1><A HREF="DisplaySettings.html">DisplaySettings</A>* vs)</B></TT>
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<DD>Set the DisplaySettings. Note, nothing is applied, the visual settings are just used
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used in the State object to pass the current visual settings to Drawables
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during rendering.
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<DL><DT><DD></DL><P>
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<A NAME="getDisplaySettings"></A>
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<A NAME="DOC.2.95.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="DisplaySettings.html">DisplaySettings</A>* getDisplaySettings() const </B></TT>
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<DD>Get the DisplaySettings
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<DL><DT><DD></DL><P><DL>
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<A NAME="ModeStack"></A>
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<A NAME="DOC.2.95.34.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ModeStack()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="changed"></A>
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<A NAME="DOC.2.95.34.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool changed</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="last_applied_value"></A>
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<A NAME="DOC.2.95.34.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool last_applied_value</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="global_default_value"></A>
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<A NAME="DOC.2.95.34.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool global_default_value</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="valueVec"></A>
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<A NAME="DOC.2.95.34.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>ValueVec valueVec</B></TT>
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<DL><DT><DD></DL><P></DL>
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<DL>
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<A NAME="AttributeStack"></A>
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<A NAME="DOC.2.95.35.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AttributeStack()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="changed"></A>
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<A NAME="DOC.2.95.35.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool changed</B></TT>
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<DD>apply an attribute if required, passing in attribute and appropriate attribute stack
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<DL><DT><DD></DL><P>
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<A NAME="last_applied_attribute"></A>
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<A NAME="DOC.2.95.35.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="StateAttribute.html">StateAttribute</A>* last_applied_attribute</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="global_default_attribute"></A>
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<A NAME="DOC.2.95.35.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="StateAttribute.html">StateAttribute</A>> global_default_attribute</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="attributeVec"></A>
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<A NAME="DOC.2.95.35.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>AttributeVec attributeVec</B></TT>
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<DL><DT><DD></DL><P></DL>
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</DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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