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@ -61,6 +61,7 @@ public:
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/// Enable FPS counter on screen
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void enableFpsCounter(bool enable = true) { m_calculateFps = enable; };
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/// Return the current ticks on this frame
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int getCurrentFrameTicks() const { return m_lastFrameTicks; }
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private:
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@ -36,13 +36,19 @@ public:
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GameState() { }
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virtual ~GameState() { }
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/// Fired when enter the state
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virtual void onEnter() = 0;
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/// Fired when leaves the state
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virtual void onLeave() = 0;
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/// Fired when user tryes to close the window
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virtual void onClose() = 0;
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/// Fired for every user input event, this is called before processing UI input and if it returns false the input is not passed to the UI
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virtual bool onInputEvent(const InputEvent& event) = 0;
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/// Fired when main window is resized
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virtual void onResize(const Size& size) = 0;
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/// Fired before redering the UI
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virtual void render() = 0;
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};
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@ -27,52 +27,53 @@
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#include <prerequisites.h>
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namespace Platform
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class Platform
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{
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void init(const char *appName);
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void terminate();
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public:
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static void init(const char *appName);
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static void terminate();
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/// Poll platform input/window events
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void poll();
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static void poll();
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/// Get current time in milliseconds since init
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int getTicks();
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static int getTicks();
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/// Sleep in current thread
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void sleep(ulong miliseconds);
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static void sleep(ulong miliseconds);
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bool createWindow(int x, int y, int width, int height, int minWidth, int minHeight, bool maximized);
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void destroyWindow();
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void showWindow();
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void setWindowTitle(const char *title);
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bool isWindowFocused();
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bool isWindowVisible();
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int getWindowX();
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int getWindowY();
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int getWindowWidth();
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int getWindowHeight();
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bool isWindowMaximized();
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static bool createWindow(int x, int y, int width, int height, int minWidth, int minHeight, bool maximized);
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static void destroyWindow();
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static void showWindow();
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static void setWindowTitle(const char *title);
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static bool isWindowFocused();
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static bool isWindowVisible();
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static int getWindowX();
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static int getWindowY();
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static int getWindowWidth();
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static int getWindowHeight();
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static bool isWindowMaximized();
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int getDisplayHeight();
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int getDisplayWidth();
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static int getDisplayHeight();
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static int getDisplayWidth();
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/// Get GL extension function address
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void *getExtensionProcAddress(const char *ext);
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static void *getExtensionProcAddress(const char *ext);
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/// Check if GL extension is supported
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bool isExtensionSupported(const char *ext);
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static bool isExtensionSupported(const char *ext);
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const char *getClipboardText();
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void setClipboardText(const char *text);
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static const char *getClipboardText();
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static void setClipboardText(const char *text);
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void hideMouseCursor();
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void showMouseCursor();
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static void hideMouseCursor();
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static void showMouseCursor();
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/// Enable/disable vertical synchronization
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void setVsync(bool enable = true);
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static void setVsync(bool enable = true);
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/// Swap GL buffers
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void swapBuffers();
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static void swapBuffers();
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/// Get the app user directory, the place to save files configurations files
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std::string getAppUserDir();
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}
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static std::string getAppUserDir();
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};
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#endif // PLATFORM_H
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@ -29,10 +29,11 @@
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class Texture;
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namespace TextureLoader
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class TextureLoader
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{
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public:
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/// Load a png textures using libpng
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Texture *loadPNG(uchar *fileData);
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}
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static Texture *loadPNG(uchar *fileData);
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};
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#endif // TEXTURELOADER_H
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@ -26,8 +26,9 @@
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#define UICHECKBOXSKIN_H
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#include <prerequisites.h>
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#include <ui/uielementskin.h>
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class UICheckBoxSkin
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class UICheckBoxSkin : public UIElementSkin
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{
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};
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@ -39,8 +39,11 @@ public:
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m_elementType(elementType) { }
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virtual ~UIElementSkin() { }
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/// Load the skin from a YAML node
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virtual void load(const YAML::Node& node);
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/// Apply the skin to an element
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virtual void apply(UIElement *element);
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/// Draw the skinned element
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virtual void draw(UIElement *element);
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const std::string& getName() const { return m_name; }
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@ -29,25 +29,27 @@
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#include <ui/uiconstants.h>
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#include <ui/uicontainer.h>
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namespace UILoader
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class UILoader
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{
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/// Detect element type and create it
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UIElementPtr createElementFromId(const std::string& id);
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public:
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/// Loads an UIElement and it's children from a YAML file
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UIElementPtr loadFile(const std::string& file, const UIContainerPtr& parent = UIContainer::getRootContainer());
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static UIElementPtr loadFile(const std::string& file, const UIContainerPtr& parent = UIContainer::getRootContainer());
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private:
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/// Detect element type and create it
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static UIElementPtr createElementFromId(const std::string& id);
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/// Populate container children from a YAML node
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void populateContainer(const UIContainerPtr& parent, const YAML::Node& node);
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static void populateContainer(const UIContainerPtr& parent, const YAML::Node& node);
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/// Load element and its children from a YAML node
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void loadElements(const UIElementPtr& parent, const YAML::Node& node);
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static void loadElements(const UIElementPtr& parent, const YAML::Node& node);
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/// Load element proprieties from a YAML node
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void loadElement(const UIElementPtr& element, const YAML::Node& node);
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static void loadElement(const UIElementPtr& element, const YAML::Node& node);
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/// Load anchor from a YAML node
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void loadElementAnchor(const UIElementPtr& element, EAnchorType type, const YAML::Node& node);
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static void loadElementAnchor(const UIElementPtr& element, EAnchorType type, const YAML::Node& node);
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};
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#endif // UILOADER_H
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