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GUIOverlay.h
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/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GUI_OVERLAY_H
#define GUI_OVERLAY_H
#include
<SDL.h>
#include
"GameState.h"
#include
"GUIObject.h"
//The GUIOverlay state, this is a special state since it doens't appear in the states list.
//It is used to properly handle GUIs that overlay the current state, dialogs for example.
class
GUIOverlay
:
public
GameState
{
private
:
//A pointer to the current state to put back when needed.
GameState
*
parentState
;
//Pointer to the previous GUIObjectRoot.
GUIObject
*
tempGUIObjectRoot
;
//Boolean if the screen should be dimmed.
bool
dim
;
public
:
//Enables default keyboard navigation code.
//See the enum KeyboardNavigationMode for more info.
int
keyboardNavigationMode
;
public
:
//Constructor.
//root: Pointer to the new GUIObjectRoot.
//dim: Boolean if the parent state should be dimmed.
GUIOverlay
(
SDL_Renderer
&
renderer
,
GUIObject
*
root
,
bool
dim
=
true
);
//Destructor.
~
GUIOverlay
();
//Method that can be used to create a "sub gameloop".
//This is usefull in case the GUI that is overlayed is used for userinput which the function needs to return.
//NOTE: This loop should be kept similar to the main loop.
//skip: Boolean if this GUIOverlay can be "skipped", meaning it can be exited quickly by pressing escape or return.
void
enterLoop
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
skipByEscape
=
false
,
bool
skipByReturn
=
false
);
//Inherited from GameState.
void
handleEvents
(
ImageManager
&
,
SDL_Renderer
&
)
override
;
void
logic
(
ImageManager
&
,
SDL_Renderer
&
)
override
;
void
render
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
;
void
resize
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
;
};
class
GUIButton
;
class
GUITextArea
;
// A subclass of GUIOverlay which has:
// - an optional text area which is scrolled by arrow keys
// - an optional cancel button which will be clicked by pressing ESC key.
class
AddonOverlay
:
public
GUIOverlay
{
private
:
GUIButton
*
okButton
,
*
cancelButton
;
GUITextArea
*
textArea
;
public
:
AddonOverlay
(
SDL_Renderer
&
renderer
,
GUIObject
*
root
,
GUIButton
*
okButton
,
GUIButton
*
cancelButton
,
GUITextArea
*
textArea
,
int
keyboardNavigationMode
);
void
handleEvents
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
;
};
#endif
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