ES-DE/src/GuiComponent.h

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#ifndef _GUICOMPONENT_H_
#define _GUICOMPONENT_H_
#include "InputConfig.h"
#include "Vector2.h"
class Window;
class GuiComponent
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{
public:
GuiComponent(Window* window);
virtual ~GuiComponent();
//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);
//Called when it's time to render. Translates the OpenGL matrix, calls onRender() (which renders children), then un-translates the OpenGL matrix.
//You probably don't need to override this, and should use the protected method onRender.
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virtual void render();
//Called when the Renderer initializes. Passes to children.
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virtual void init();
//Called when the Renderer deinitializes. Passes to children.
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virtual void deinit();
virtual Vector2i getGlobalOffset();
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Vector2i getOffset();
void setOffset(Vector2i offset);
void setOffset(int x, int y);
virtual void onOffsetChanged() {};
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Vector2u getSize();
void setSize(Vector2u size);
void setSize(unsigned int w, unsigned int h);
virtual void onSizeChanged() {};
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void setParent(GuiComponent* parent);
GuiComponent* getParent();
void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren();
unsigned int getChildCount();
GuiComponent* getChild(unsigned int i);
unsigned char getOpacity();
void setOpacity(unsigned char opacity);
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protected:
//Default implementation just renders children - you should probably always call GuiComponent::onRender at some point in your custom onRender.
virtual void onRender();
unsigned char mOpacity;
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Window* mWindow;
GuiComponent* mParent;
Vector2i mOffset;
Vector2u mSize;
std::vector<GuiComponent*> mChildren;
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};
#endif