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273 lines
9.9 KiB
C++
273 lines
9.9 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// GuiComponent.h
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//
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// Basic GUI component handling such as placement, rotation, Z-order, rendering and animation.
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//
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#ifndef ES_CORE_GUI_COMPONENT_H
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#define ES_CORE_GUI_COMPONENT_H
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#include "HelpPrompt.h"
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#include "HelpStyle.h"
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#include "InputConfig.h"
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#include "animations/AnimationController.h"
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#include <functional>
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#include <memory>
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#define DEFAULT_TEXTCOLOR 0x777777FF
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#define DEFAULT_INVERTED_TEXTCOLOR 0x444444FF
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#define DEFAULT_INVERTED_IMAGECOLOR 0x666666FF
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#define DEFAULT_COLORSHIFT 0xFFFFFFFF
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#define ICONCOLOR_SCRAPERMARKED 0xFF7777FF
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#define ICONCOLOR_USERMARKED 0x7777FFFF
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#define TEXTCOLOR_SCRAPERMARKED 0x992222FF
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#define TEXTCOLOR_USERMARKED 0x222299FF
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#define DISABLED_OPACITY 80
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class Animation;
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class AnimationController;
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class Font;
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class InputConfig;
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class ThemeData;
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class Window;
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class GuiComponent
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{
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public:
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GuiComponent(Window* window);
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virtual ~GuiComponent();
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virtual void textInput(const std::string& 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
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// to other children.
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virtual bool input(InputConfig* config, Input input);
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// Called when time passes.
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// Default implementation calls updateSelf(deltaTime) and updateChildren(deltaTime).
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// So you should probably call GuiComponent::update(deltaTime) at some point (or at
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// least updateSelf so animations work).
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virtual void update(int deltaTime);
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// Called when it's time to render.
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// By default, just calls renderChildren(parentTrans * getTransform())
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// Normally the following steps are required:
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// 1. Calculate the new transform that your component will draw at
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// glm::mat4 trans{parentTrans * getTransform()};
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// 2. Set the renderer to use that new transform as the model matrix
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// Renderer::setMatrix(trans);
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// 3. Draw your component
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// 4. Tell your children to render, based on your component's transform
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// renderChildren(trans);
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virtual void render(const glm::mat4& parentTrans);
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glm::vec3 getPosition() const { return mPosition; }
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void setPosition(const glm::vec3& offset) { setPosition(offset.x, offset.y, offset.z); }
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void setPosition(float x, float y, float z = 0.0f);
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virtual void onPositionChanged() {}
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glm::vec2 getOrigin() const { return mOrigin; }
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// Sets the origin as a percentage of this image.
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// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
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void setOrigin(float originX, float originY);
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void setOrigin(glm::vec2 origin) { setOrigin(origin.x, origin.y); }
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virtual void onOriginChanged() {}
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glm::vec2 getRotationOrigin() const { return mRotationOrigin; }
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// Sets the rotation origin as a percentage of this image.
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// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
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void setRotationOrigin(float originX, float originY)
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{
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mRotationOrigin = glm::vec2{originX, originY};
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}
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void setRotationOrigin(glm::vec2 origin) { setRotationOrigin(origin.x, origin.y); }
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virtual glm::vec2 getSize() const { return mSize; }
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void setSize(const glm::vec2& size) { setSize(size.x, size.y); }
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void setSize(float w, float h);
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virtual void setResize(float width, float height) {}
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virtual void onSizeChanged() {}
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virtual glm::vec2 getRotationSize() const { return getSize(); }
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float getRotation() const { return mRotation; }
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void setRotation(float rotation) { mRotation = rotation; }
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void setRotationDegrees(float rotation)
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{
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setRotation(static_cast<float>(glm::radians(rotation)));
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}
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float getScale() const { return mScale; }
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void setScale(float scale) { mScale = scale; }
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float getZIndex() const { return mZIndex; }
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void setZIndex(float zIndex) { mZIndex = zIndex; }
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float getDefaultZIndex() const { return mDefaultZIndex; }
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void setDefaultZIndex(float zIndex) { mDefaultZIndex = zIndex; }
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bool isVisible() const { return mVisible; }
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void setVisible(bool visible) { mVisible = visible; }
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// Returns the center point of the image (takes origin into account).
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glm::vec2 getCenter() const;
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void setParent(GuiComponent* parent) { mParent = parent; }
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GuiComponent* getParent() const { return mParent; }
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void addChild(GuiComponent* cmp);
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void removeChild(GuiComponent* cmp);
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void clearChildren() { mChildren.clear(); }
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void sortChildren();
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unsigned int getChildCount() const { return static_cast<int>(mChildren.size()); }
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int getChildIndex() const;
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GuiComponent* getChild(unsigned int i) const { return mChildren.at(i); }
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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 { return mAnimationMap[slot] != nullptr; }
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bool isAnimationReversed(unsigned char slot) const
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{
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assert(mAnimationMap[slot] != nullptr);
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return mAnimationMap[slot]->isReversed();
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}
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int getAnimationTime(unsigned char slot) const
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{
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assert(mAnimationMap[slot] != nullptr);
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return mAnimationMap[slot]->getTime();
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}
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void setAnimation(Animation* animation,
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int delay = 0,
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std::function<void()> finishedCallback = nullptr,
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bool reverse = false,
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unsigned char slot = 0);
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bool stopAnimation(unsigned char slot);
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// Like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving
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// things in their current state. Returns true if successful (an animation was in this slot).
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bool cancelAnimation(unsigned char slot);
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// Calls update(1.f) and finishedCallback, then deletes the animation - basically skips
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// to the end. Returns true if successful (an animation was in this slot).
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bool finishAnimation(unsigned char slot);
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// Returns true if successful (an animation was in this slot).
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bool advanceAnimation(unsigned char slot, unsigned int time);
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void stopAllAnimations();
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void cancelAllAnimations();
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virtual bool isListScrolling() { return false; }
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virtual void stopListScrolling() {}
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virtual unsigned char getOpacity() const { return mOpacity; }
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virtual void setOpacity(unsigned char opacity);
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virtual unsigned int getColor() const { return mColor; }
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virtual unsigned int getColorShift() const { return mColorShift; }
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virtual void setColor(unsigned int color)
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{
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mColor = color;
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mColorOpacity = mColor & 0x000000FF;
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}
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virtual float getSaturation() const { return static_cast<float>(mColor); }
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virtual void setSaturation(float saturation) { mSaturation = saturation; }
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virtual void setColorShift(unsigned int color)
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{
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mColorShift = color;
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mColorShiftEnd = color;
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}
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virtual void setOriginalColor(unsigned int color) { mColorOriginalValue = color; }
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virtual void setChangedColor(unsigned int color) { mColorChangedValue = color; }
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// These functions are used to enable and disable options in menus, i.e. switches and similar.
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virtual bool getEnabled() { return mEnabled; }
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virtual void setEnabled(bool state) { mEnabled = state; }
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virtual std::shared_ptr<Font> getFont() const { return nullptr; }
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const glm::mat4& getTransform();
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virtual std::string getValue() const { return ""; }
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virtual void setValue(const std::string& value) {}
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virtual std::string getHiddenValue() const { return ""; }
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virtual void setHiddenValue(const std::string& value) {}
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// Used to set the parameters for ScrollableContainer.
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virtual void setScrollParameters(float, float, int) {}
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virtual void onFocusGained() {}
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virtual void onFocusLost() {}
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virtual void onShow();
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virtual void onHide();
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virtual void onStopVideo();
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virtual void onPauseVideo();
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virtual void onUnpauseVideo();
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virtual bool isVideoPaused() { return false; }
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virtual void onScreensaverActivate();
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virtual void onScreensaverDeactivate();
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virtual void onGameLaunchedActivate();
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virtual void onGameLaunchedDeactivate();
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virtual void topWindow(bool isTop);
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// Default implementation just handles <pos> and <size> tags as normalized float pairs.
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// You probably want to keep this behavior for any derived classes as well as add your own.
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virtual void applyTheme(const std::shared_ptr<ThemeData>& theme,
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const std::string& view,
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const std::string& element,
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unsigned int properties);
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// Returns a list of help prompts.
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virtual std::vector<HelpPrompt> getHelpPrompts() { return std::vector<HelpPrompt>(); }
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// Called whenever help prompts change.
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void updateHelpPrompts();
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virtual HelpStyle getHelpStyle() { return HelpStyle(); }
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// Returns true if the component is busy doing background processing (e.g. HTTP downloads).
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bool isProcessing() const { return mIsProcessing; }
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const static unsigned char MAX_ANIMATIONS = 4;
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protected:
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void renderChildren(const glm::mat4& transform) const;
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void updateSelf(int deltaTime); // Updates animations.
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void updateChildren(int deltaTime); // Updates animations.
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Window* mWindow;
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GuiComponent* mParent;
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std::vector<GuiComponent*> mChildren;
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unsigned char mOpacity;
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unsigned int mColor;
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float mSaturation;
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unsigned char mColorOpacity;
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unsigned int mColorShift;
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unsigned int mColorShiftEnd;
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unsigned int mColorOriginalValue;
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unsigned int mColorChangedValue;
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glm::vec3 mPosition;
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glm::vec2 mOrigin;
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glm::vec2 mRotationOrigin;
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glm::vec2 mSize;
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float mRotation = 0.0;
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float mScale = 1.0;
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float mDefaultZIndex = 0;
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float mZIndex = 0;
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bool mIsProcessing;
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bool mVisible;
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bool mEnabled;
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private:
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// Don't access this directly, instead use getTransform().
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glm::mat4 mTransform;
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AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
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#endif // ES_CORE_GUI_COMPONENT_H
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