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#pragma once
#include "SDL_events.h"
#include "config/types.h"
#include "special_members.h"
#include "uiComponent.h"
#include "worldOverlay.h"
#include <glm/glm.hpp>
#include <memory>
#include <string>
class SceneShader;
template<typename> class Ray;
class UIShader;
class Camera;
class GameMainSelector : public UIComponent, public WorldOverlay {
public:
class Component {
public:
virtual ~Component() = default;
virtual bool click(const SDL_MouseButtonEvent &, const Ray<GlobalPosition3D> &);
virtual bool move(const SDL_MouseMotionEvent &, const Ray<GlobalPosition3D> &);
virtual bool handleInput(const SDL_Event &, const Position & pos);
virtual void render(const UIShader & shader, const Position & pos) const;
virtual void render(const SceneShader &) const;
};
GameMainSelector(const Camera * c, ScreenAbsCoord size);
void render(const UIShader & shader, const Position & pos) const override;
void render(const SceneShader & shader) const override;
bool handleInput(const SDL_Event & e, const Position &) override;
void defaultClick(const Ray<GlobalPosition3D> & ray);
std::unique_ptr<Component> target;
private:
const Camera * camera;
std::string clicked;
};
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