nodesnim/nodescontrol/counter

Number counter box.

Types

CounterObj = object of ControlPtr
  as_int*: bool                ## if true, then use integer representation.
  min_value*, value*, max_value*: float
  label*: LabelPtr
  label_obj*: LabelObj
CounterPtr = ptr CounterObj

Procs

proc Counter(name: string; variable: var CounterObj): CounterPtr {...}{.raises: [], tags: [].}

Creates a new Counter pointer.

Arguments:

  • name is a node name.
  • variable is a CounterObj variable.

Examples:

var
  cobj: CounterObj
  c = Counter("Counter", cobj)
proc Counter(obj: var CounterObj): CounterPtr {...}{.inline, raises: [], tags: [].}

Creates a new Counterpointer with default node name "Counter".

Arguments:

  • variable is a CounterObj variable.

Examples:

var
  cobj: CounterObj
  c = Counter(cobj)

Methods

method changeValue(self: CounterPtr; value: float) {...}{.base, raises: [], tags: [].}
Changes value, if it more than min_value and less than max_value.
method draw(self: CounterPtr; w, h: GLfloat) {...}{.raises: [GLerror, Exception],
    tags: [RootEffect].}
This uses in the window.nim.
method duplicate(self: CounterPtr; obj: var CounterObj): CounterPtr {...}{.base, raises: [],
    tags: [].}
Duplicates Counter object and create a new Counter pointer.
method handle(self: CounterPtr; event: InputEvent; mouse_on: var NodePtr) {...}{.
    raises: [Exception], tags: [RootEffect].}
method setMaxValue(self: CounterPtr; value: float) {...}{.base, raises: [], tags: [].}
Changes max value, if it more then current value.
method setMinValue(self: CounterPtr; value: float) {...}{.base, raises: [], tags: [].}
Changes max value, if it less then current value.