File: GUIComponentGL.h

package info (click to toggle)
transcend 0.3.dfsg2-2
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 5,768 kB
  • sloc: cpp: 26,891; ansic: 693; sh: 210; makefile: 96; perl: 67
file content (209 lines) | stat: -rw-r--r-- 4,310 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
/*
 * Modification History
 *
 * 2001-September-15		Jason Rohrer
 * Created.
 * Changed to use normalized floating point coordinates.
 * Fixed some compile bugs.
 * Changed to extend the GUIComponent class.
 *
 * 2001-October-29		Jason Rohrer
 * Added support for focus.
 */
 
 
#ifndef GUI_COMPONENT_GL_INCLUDED
#define GUI_COMPONENT_GL_INCLUDED 


#include "minorGems/graphics/openGL/RedrawListenerGL.h"

#include "minorGems/ui/GUIComponent.h"


/**
 * A base class for all OpenGL GUI components.
 *
 * Note that all coordinates are specified in a normalized
 * [0,1.0] space, where the screen is spanned by this [0,1.0] range.
 *
 * @author Jason Rohrer
 */
class GUIComponentGL : public GUIComponent, public RedrawListenerGL {


	public:


		
		/**
		 * Tests whether a point is inside this component.
		 *
		 * @param inX the x value to check.
		 * @param inY the y value to check.
		 *
		 * @return true iff the point is insided this component.
		 */
		virtual char isInside( double inX, double inY );

		

		/**
		 * Sets this component's focus status.
		 *
		 * Note that this component may ignore this function call
		 * and configure its own focus (for example, some
		 * components are never focused).
		 *
		 * The default implementation ignores this call
		 * and is never focused.
		 *
		 * @param inFocus true iff this component should be focused.
		 */
		virtual void setFocus( char inFocus );

		

		// the implementations below do nothing, but they allow
		// subclasses to pick which input they care about (and which
		// functions they want to override)
		
		// implements a normalized (to [0,1.0] version
		// of a MouseHandlerGL-like interface
		virtual void mouseMoved( double inX, double inY );
		virtual void mouseDragged( double inX, double inY );
		virtual void mousePressed( double inX, double inY );
		virtual void mouseReleased( double inX, double inY );
		
		// implements a normalized (to [0,1.0] version
		// of a KeyboardHandlerGL-like interface
		virtual char isFocused();
		virtual void keyPressed( unsigned char inKey, double inX, double inY );
		virtual void specialKeyPressed( int inKey, double inX, double inY );
		virtual void keyReleased( unsigned char inKey,
								  double inX, double inY );
		virtual void specialKeyReleased( int inKey, double inX, double inY );

		
		// implements the RedrawListenerGL interface
		virtual void fireRedraw();


		
	protected:



		/**
		 * Constructs a component.
		 *
		 * Should only be called by subclass constructors.
		 *
		 * @param inAnchorX the x position of the upper left corner
		 *   of this component.
		 * @param inAnchorY the y position of the upper left corner
		 *   of this component.
		 * @param inWidth the width of this component.
		 * @param inHeight the height of this component.
		 */
		GUIComponentGL( double inAnchorX, double inAnchorY, double inWidth,
						double inHeight );


		
		double mAnchorX;
		double mAnchorY;
		double mWidth;
		double mHeight;
		
	};



inline GUIComponentGL::GUIComponentGL(
	double inAnchorX, double inAnchorY, double inWidth,
	double inHeight )
	: mAnchorX( inAnchorX ), mAnchorY( inAnchorY ), mWidth( inWidth ),
	  mHeight( inHeight ) {

	}



inline char GUIComponentGL::isInside( double inX, double inY ) {
	if( inX >= mAnchorX && inX < mAnchorX + mWidth
		&& inY >= mAnchorY && inY < mAnchorY + mHeight ) {

		return true;
		}
	else {
		return false;
		}
	}

		

inline void GUIComponentGL::mouseMoved( double inX, double inY ) {
	}



inline void GUIComponentGL::mouseDragged( double inX, double inY ) {
	}



inline void GUIComponentGL::mousePressed( double inX, double inY ) {
	}



inline void GUIComponentGL::mouseReleased( double inX, double inY ) {
	}



inline void GUIComponentGL::setFocus( char inFocus ) {
	// default implementation ignores this call
	}



inline char GUIComponentGL::isFocused() {
	return false;
	}



inline void GUIComponentGL::keyPressed(
	unsigned char inKey, double inX, double inY ) {
	}



inline void GUIComponentGL::specialKeyPressed(
	int inKey, double inX, double inY ) {
	}



inline void GUIComponentGL::keyReleased(
	unsigned char inKey, double inX, double inY ) {
	}



inline void GUIComponentGL::specialKeyReleased(
	int inKey, double inX, double inY ) {
	}


		
inline void GUIComponentGL::fireRedraw() {
	}



#endif