#pragma once //======================================================================== // UserInterface.h : Defines UI elements of the GameCode4 application // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include #include "../Graphics3D/Scene.h" // This class is a group of user interface controls. // It can be modal or modeless. // // class BaseUI - Chapter 10, page 286 // // This was factored to create a common class that // implements some of the IScreenElement class common // to modal/modeless dialogs // class BaseUI : public IScreenElement { protected: int m_PosX, m_PosY; int m_Width, m_Height; std::optional m_Result; bool m_bIsVisible; public: BaseUI() { m_bIsVisible = true; m_PosX = m_PosY = 0; m_Width = 100; m_Height = 100; } virtual void VOnUpdate(int) { }; // virtual int VOnLostDevice() { return S_OK; } virtual bool VIsVisible() const { return m_bIsVisible; } virtual void VSetVisible(bool visible) { m_bIsVisible = visible; } }; // // class ScreenElementScene - Chapter X, page Y // class ScreenElementScene : public IScreenElement, public Scene { public: ScreenElementScene(std::shared_ptr renderer) : Scene(renderer) { } virtual ~ScreenElementScene(void) { GCC_WARNING("~ScreenElementScene()"); } // IScreenElement Implementation virtual void VOnUpdate(int deltaMS) { OnUpdate(deltaMS); }; virtual int VOnRestore() { OnRestore(); return 0; } virtual int VOnRender(double fTime, float fElapsedTime) { OnRender(); return 0; } // virtual int VOnLostDevice() // { OnLostDevice(); return 0; } virtual int VGetZOrder() const { return 0; } virtual void VSetZOrder(int const zOrder) { } // Don't handle any messages virtual int VOnMsgProc( SDL_Event &e ) { return 0; } virtual bool VIsVisible() const { return true; } virtual void VSetVisible(bool visible) { } virtual bool VAddChild(ActorId id, std::shared_ptr kid) { return Scene::AddChild(id, kid); } };