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# ifndef _GUICOMPONENT_H_
# define _GUICOMPONENT_H_
# include "InputConfig.h"
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# include <Eigen/Dense>
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class Window ;
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class GuiComponent
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{
public :
GuiComponent ( Window * window ) ;
virtual ~ GuiComponent ( ) ;
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virtual void textInput ( const char * text ) ;
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//Called when input is received.
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//Return true if the input is consumed, false if it should continue to be passed to other children.
virtual bool input ( InputConfig * config , Input input ) ;
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//Called when time passes. Default implementation also calls update(deltaTime) on children - so you should probably call GuiComponent::update(deltaTime) at some point.
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virtual void update ( int deltaTime ) ;
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//Called when it's time to render. By default, just calls renderChildren(parentTrans * getTransform()).
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//You probably want to override this like so:
//1. Calculate the new transform that your control will draw at with Eigen::Affine3f t = parentTrans * getTransform().
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//2. Set the renderer to use that new transform as the model matrix - Renderer::setMatrix(t);
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//3. Draw your component.
//4. Tell your children to render, based on your component's transform - renderChildren(t).
virtual void render ( const Eigen : : Affine3f & parentTrans ) ;
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Eigen : : Vector3f getPosition ( ) const ;
void setPosition ( const Eigen : : Vector3f & offset ) ;
void setPosition ( float x , float y , float z = 0.0f ) ;
virtual void onPositionChanged ( ) { } ;
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Eigen : : Vector2f getSize ( ) const ;
void setSize ( const Eigen : : Vector2f & size ) ;
void setSize ( float w , float h ) ;
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virtual void onSizeChanged ( ) { } ;
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void setParent ( GuiComponent * parent ) ;
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GuiComponent * getParent ( ) const ;
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void addChild ( GuiComponent * cmp ) ;
void removeChild ( GuiComponent * cmp ) ;
void clearChildren ( ) ;
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unsigned int getChildCount ( ) const ;
GuiComponent * getChild ( unsigned int i ) const ;
unsigned char getOpacity ( ) const ;
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void setOpacity ( unsigned char opacity ) ;
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const Eigen : : Affine3f getTransform ( ) ;
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virtual std : : string getValue ( ) const ;
virtual void setValue ( const std : : string & value ) ;
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virtual void onFocusGained ( ) { } ;
virtual void onFocusLost ( ) { } ;
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protected :
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void renderChildren ( const Eigen : : Affine3f & transform ) const ;
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unsigned char mOpacity ;
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Window * mWindow ;
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GuiComponent * mParent ;
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std : : vector < GuiComponent * > mChildren ;
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Eigen : : Vector3f mPosition ;
Eigen : : Vector2f mSize ;
private :
Eigen : : Affine3f mTransform ; //Don't access this directly! Use getTransform()!
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} ;
# endif