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Message(char *textString, Location whereAt);
Construct a Message object with a given text string and an
associated position where it will be displayed in a Canvas's
visible region.
Message(char *textString, Location whereAt);
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Message(Location whereAt);
Construct a Message object with a default text string (the empty string)
and an
associated position where it will be displayed in a Canvas's
visible region.
Message(Location whereAt);
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Message (const Message& other);
Construct a new Message object whose initialization is based on
an existing Message object. Only the text string is initialized.
The existing Message object is passed by reference and the parameter
is declared const because the existing object is not
changed as a result of constructing the new Message object.
Message (const Message& other); // copy constructor
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void DisplayIn(Canvas& whichCanvas);
Define in which Canvas object the text string will be drawn.
void DisplayIn(Canvas& whichCanvas);
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void MoveTo(Location newLocation);
Change the location of where the text string is drawn. If the text
is currently visible, it will be erased from its current location
and redrawn at its new location.
void MoveTo(Location newLocation);
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void SetText(char *newText);
Change the text that is displayed.
void SetText(char *newText);
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char *GetText();
Return the current text string of the Message.
char *GetText();
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void Draw();
Draw the current text string in the Canvas with which the Message is
currently associated at the Message's current Location. This
method has no effect if the Message is not associated with a
Canvas.
void Draw();
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void Clear();
Erase the current text string from the Canvas with which the Message
is currently associated.
void Clear();
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void operator= (const Message& other);
Define a class-specific assignment operator. This method defines
what occurs when one Message object is assigned to another
Message object using the standard assignment operator (=).
void operator= (const Message& other); //assignment operator
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~Message();
Release the resources associated with the Message object.
~Message();
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