ES-DE/src/GuiComponent.h

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#ifndef _GUICOMPONENT_H_
#define _GUICOMPONENT_H_
#include "InputConfig.h"
#include <memory>
#include <Eigen/Dense>
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class Window;
class Animation;
class AnimationController;
class ThemeData;
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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);
//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);
//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()).
//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);
//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);
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);
virtual void onSizeChanged() {};
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void setParent(GuiComponent* parent);
GuiComponent* getParent() const;
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void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren();
unsigned int getChildCount() const;
GuiComponent* getChild(unsigned int i) const;
// animation will be automatically deleted when it completes or is stopped.
bool isAnimationPlaying(unsigned char slot) const;
bool isAnimationReversed(unsigned char slot) const;
int getAnimationTime(unsigned char slot) const;
void setAnimation(Animation* animation, std::function<void()> finishedCallback = nullptr, bool reverse = false, unsigned char slot = 0);
void stopAnimation(unsigned char slot);
virtual unsigned char getOpacity() const;
virtual void setOpacity(unsigned char opacity);
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() {};
// Default implementation just handles <pos> and <size> tags as normalized float pairs.
// You probably want to keep this behavior for any derived classes as well as add your own.
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties);
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protected:
void renderChildren(const Eigen::Affine3f& transform) const;
unsigned char mOpacity;
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Window* mWindow;
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GuiComponent* mParent;
std::vector<GuiComponent*> mChildren;
Eigen::Vector3f mPosition;
Eigen::Vector2f mSize;
public:
const static unsigned char MAX_ANIMATIONS = 4;
private:
Eigen::Affine3f mTransform; //Don't access this directly! Use getTransform()!
AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
#endif