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# ifndef _GUICOMPONENT_H_
# define _GUICOMPONENT_H_
# include "InputConfig.h"
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# include <memory>
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# include <Eigen/Dense>
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class Window ;
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class Animation ;
class AnimationController ;
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class ThemeData ;
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typedef std : : pair < const char * , const char * > HelpPrompt ;
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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 ;
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// animation will be automatically deleted when it completes or is stopped.
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bool isAnimationPlaying ( unsigned char slot ) const ;
bool isAnimationReversed ( unsigned char slot ) const ;
int getAnimationTime ( unsigned char slot ) const ;
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void setAnimation ( Animation * animation , int delay = 0 , std : : function < void ( ) > finishedCallback = nullptr , bool reverse = false , unsigned char slot = 0 ) ;
bool stopAnimation ( unsigned char slot ) ;
bool cancelAnimation ( unsigned char slot ) ; // like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving things in their current state
bool finishAnimation ( unsigned char slot ) ; // calls update(1.f) and finishedCallback, then deletes the animation - basically skips to the end
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void stopAllAnimations ( ) ;
void cancelAllAnimations ( ) ;
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virtual unsigned char getOpacity ( ) const ;
virtual 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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// 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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// Returns a list of help prompts.
virtual std : : vector < HelpPrompt > getHelpPrompts ( ) { return std : : vector < HelpPrompt > ( ) ; } ;
// Called whenever help prompts change.
void updateHelpPrompts ( ) ;
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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 ;
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public :
const static unsigned char MAX_ANIMATIONS = 4 ;
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private :
Eigen : : Affine3f mTransform ; //Don't access this directly! Use getTransform()!
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AnimationController * mAnimationMap [ MAX_ANIMATIONS ] ;
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} ;
# endif