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#pragma once
#include <functional>
#include <glm/glm.hpp>
#include <special_members.h>
class UIShader;
union SDL_Event;
struct SDL_MouseButtonEvent;
using UIEvent = std::function<void(const SDL_Event &)>;
class UIComponent {
public:
struct Position {
glm::vec2 origin, size;
Position operator+(const Position &) const;
Position operator+(const glm::vec2 &) const;
bool operator&(const SDL_MouseButtonEvent &) const;
bool operator&(const glm::vec2 &) const;
};
explicit UIComponent(Position);
virtual ~UIComponent() = default;
NO_MOVE(UIComponent);
NO_COPY(UIComponent);
virtual void render(const UIShader &, const Position & parentPos) const = 0;
virtual bool handleInput(const SDL_Event &, const Position & parentPos) = 0;
Position position;
};
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