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// $Id: gui_manager.hxx,v 1.13 2002/12/20 01:22:32 grumbel Exp $
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// Pingus - A free Lemmings clone
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// Copyright (C) 2000 Ingo Ruhnke <grumbel@gmx.de>
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_PINGUS_GUI_GUI_MANAGER_HXX
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#define HEADER_PINGUS_GUI_GUI_MANAGER_HXX
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#include "../input/event.hxx"
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#include "component.hxx"
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/** The GUIManager class holds a group of components and manages
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them. It dispatches the GameDelta to each individual
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FIXME: We translate GameDelta into another 'language' which is
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then understood by the GUI, this seems unclear, not sure at
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which point it is best to split the GameDelta into
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on_primary_button_press(), etc.
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class GUIManager : public Component
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std::vector<Component*> components;
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/** The component which recieved the last pressed event */
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Component* primary_pressed_component;
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Component* secondary_pressed_component;
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/** The component over which the mouse was in the last update,
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used to detecte enter/leave events */
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Component* mouse_over_component;
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// FIXME: Hack: should be handled inside the controller
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void process_input (const GameDelta& delta);
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void process_pointer_event (const Input::PointerEvent& event);
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void process_button_event (unsigned int time_stamp, const Input::ButtonEvent& event);
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virtual ~GUIManager () {}
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virtual void draw (GraphicContext& gc);
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virtual void update (const GameDelta& delta);
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virtual void update (float delta) { UNUSED_ARG (delta); }
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/** Add a component to the manager, if delete_component is true
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the component will get deleted on destruction of the manager,
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if false is supplied the user has to handle the component
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void add (Component*, bool delete_component = true);
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void remove (Component*);
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Component* component_at (int x, int y);
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virtual bool is_at (int x, int y);
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GUIManager (const GUIManager&);
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GUIManager& operator= (const GUIManager&);