ES-DE/src/GuiComponent.h

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#ifndef _GUICOMPONENT_H_
#define _GUICOMPONENT_H_
#include <vector>
#include "Renderer.h"
#include "InputManager.h"
/*
The GuiComponent class is what everything that is rendered, updated by time (ticking), or takes input is subclassed from.
GuiComponents have a list of child GuiComponents. Rendering, ticking, pausing/resuming, init/deinit, are all automatically sent to children.
You can rely on the parent getting called first - this way, you can control what order components are rendered in.
You can also manually call the render/pause/resume/init/deinit methods if you so desire (e.g. want a child to render *before* its parent).
To make a GuiComponent render/take input, you must register with the Renderer or InputManager respectively (Renderer::registerComponent(comp) or InputManager::registerComponent(comp)).
All components are automatically ticked every frame, just add an onTick(int deltaTime) method.
onInput calls arrive before onRender calls.
*/
class GuiComponent
{
public:
GuiComponent();
virtual ~GuiComponent();
void render();
virtual void onRender() { };
virtual void onTick(int deltaTime) { };
void pause();
void resume();
virtual void onPause() { };
virtual void onResume() { };
void init();
void deinit();
virtual void onInit() { };
virtual void onDeinit() { };
virtual void onInput(InputManager::InputButton button, bool keyDown) { };
void addChild(GuiComponent* comp);
void removeChild(GuiComponent* comp);
void clearChildren();
unsigned int getChildCount() { return mChildren.size(); }
GuiComponent* getChild(unsigned int i) { return mChildren.at(i); }
int getOffsetX();
int getOffsetY();
void setOffsetX(int val);
void setOffsetY(int val);
static void processTicks(int deltaTime);
private:
int mOffsetX, mOffsetY;
static std::vector<GuiComponent*> sComponentVector;
std::vector<GuiComponent*> mChildren;
};
#endif