120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
#ifndef FRONTEND_GUI_UINODE_H_
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#define FRONTEND_GUI_UINODE_H_
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#include <glm/glm.hpp>
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#include <vector>
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#include <memory>
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#include <functional>
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class GfxContext;
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class Assets;
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namespace gui {
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class UINode;
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class GUI;
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using onaction = std::function<void(GUI*)>;
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using onnumberchange = std::function<void(GUI*, double)>;
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enum class Align {
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left, center, right
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};
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class UINode {
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std::string id = "";
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protected:
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glm::vec2 coord;
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glm::vec2 size;
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glm::vec4 color {1.0f};
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glm::vec4 hoverColor {1.0f};
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glm::vec4 margin {1.0f};
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bool visible = true;
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bool hover = false;
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bool pressed = false;
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bool focused = false;
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bool interactive = true;
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bool resizing = true;
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Align align = Align::left;
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UINode* parent = nullptr;
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UINode(glm::vec2 coord, glm::vec2 size);
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public:
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virtual ~UINode();
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virtual void act(float delta) {};
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virtual void draw(const GfxContext* pctx, Assets* assets) = 0;
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virtual void setVisible(bool flag);
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bool isVisible() const;
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virtual void setAlign(Align align);
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Align getAlign() const;
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virtual void setHover(bool flag);
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bool isHover() const;
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virtual void setParent(UINode* node);
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UINode* getParent() const;
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/* Set element color (doesn't affect inner elements).
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Also replaces hover color to avoid adding extra properties. */
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virtual void setColor(glm::vec4 newColor);
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/* Get element color */
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glm::vec4 getColor() const;
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virtual void setHoverColor(glm::vec4 newColor);
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glm::vec4 getHoverColor() const;
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virtual void setMargin(glm::vec4 margin);
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glm::vec4 getMargin() const;
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virtual void focus(GUI*) {focused = true;}
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virtual void click(GUI*, int x, int y);
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virtual void clicked(GUI*, int button) {}
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virtual void mouseMove(GUI*, int x, int y) {};
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virtual void mouseRelease(GUI*, int x, int y);
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virtual void scrolled(int value);
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bool isPressed() const;
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void defocus();
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bool isFocused() const;
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/* Check if elements catches all user input when focused */
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virtual bool isFocuskeeper() const {return false;}
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virtual void typed(unsigned int codepoint) {};
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virtual void keyPressed(int key) {};
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/* Check if screen position is inside of the element
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@param pos screen position */
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virtual bool isInside(glm::vec2 pos);
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/* Get element under the cursor.
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@param pos cursor screen position
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@param self shared pointer to element
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@return self, sub-element or nullptr if element is not interractive */
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virtual std::shared_ptr<UINode> getAt(glm::vec2 pos, std::shared_ptr<UINode> self);
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/* Check if element is opaque for cursor */
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virtual bool isInteractive() const;
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/* Make the element opaque (true) or transparent (false) for cursor */
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virtual void setInteractive(bool flag);
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virtual void setResizing(bool flag);
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virtual bool isResizing() const;
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/* Get inner content offset. Used for scroll */
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virtual glm::vec2 contentOffset() {return glm::vec2(0.0f);};
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/* Calculate screen position of the element */
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virtual glm::vec2 calcCoord() const;
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virtual void setCoord(glm::vec2 coord);
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virtual glm::vec2 getSize() const;
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virtual void setSize(glm::vec2 size);
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virtual void refresh() {};
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virtual void lock();
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void setId(const std::string& id);
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const std::string& getId() const;
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};
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}
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#endif // FRONTEND_GUI_UINODE_H_
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