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#pragma once
#include <vector>
#include "Engine.h"
#include "Component.h"
#include "Platform.h"
namespace ui
{
class Engine;
class Component;
/* class State
*
* A UI state. Contains all components.
*/
class State
{
public:
State();
virtual ~State();
bool AllowExclusiveDrawing; //false will not call draw on objects outside of bounds
// Add Component to state
void AddComponent(Component* c);
// Get the number of components this state has.
unsigned GetComponentCount();
// Get component by index. (See GetComponentCount())
Component* GetComponent(unsigned idx);
// Remove a component from state. NOTE: This DOES NOT free component from memory.
void RemoveComponent(Component* c);
// Remove a component from state. NOTE: This WILL free component from memory.
void RemoveComponent(unsigned idx);
void DoInitialized();
void DoExit();
void DoTick(float dt);
void DoDraw();
void DoMouseMove(int x, int y, int dx, int dy);
void DoMouseDown(int x, int y, unsigned button);
void DoMouseUp(int x, int y, unsigned button);
void DoMouseWheel(int x, int y, int d);
void DoKeyPress(int key, bool shift, bool ctrl, bool alt);
void DoKeyRelease(int key, bool shift, bool ctrl, bool alt);
bool IsFocused(const Component* c) const;
void FocusComponent(Component* c);
void* UserData;
protected:
virtual void OnInitialized() {}
virtual void OnExit() {}
virtual void OnTick(float dt) {}
virtual void OnDraw() {}
virtual void OnMouseMove(int x, int y, int dx, int dy) {}
virtual void OnMouseDown(int x, int y, unsigned button) {}
virtual void OnMouseUp(int x, int y, unsigned button) {}
virtual void OnMouseWheel(int x, int y, int d) {}
virtual void OnKeyPress(int key, bool shift, bool ctrl, bool alt) {}
virtual void OnKeyRelease(int key, bool shift, bool ctrl, bool alt) {}
private:
std::vector<Component*> Components;
Component* focusedComponent_;
};
}
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