Dicewars-Siedler/src/engine/core/gui/uiComponent/UiComponent.h
2026-02-12 20:38:08 +01:00

53 lines
1.4 KiB
C++

//
// Created by sebastian on 10.02.26.
//
#ifndef DICEWARS_SIEDLER_UICOMPONENT_H
#define DICEWARS_SIEDLER_UICOMPONENT_H
#include <memory>
#include <vector>
#include "layout/UiPositioner.h"
#include "UiRenderBundle.h"
#include "../../../renderer/model/GUITexture.h"
enum class UiState {
NORMAL, HOVERED, PRESSED
};
class UiComponent {
public:
UiComponent() :uiPositioner(*this) {};
UiComponent(const LayoutStyle& layout) : uiPositioner(*this, layout) {};
virtual ~UiComponent() = default;
void addChild(std::unique_ptr<UiComponent> child);
void setVisible(bool visible);
[[nodiscard]] bool isVisible() const;
void update(float delta);
void collectRenderData(UiRenderBundle& uiRenderBundle);
virtual bool isMouseOver(float mouseX, float mouseY);
UiComponent* parent = nullptr;
UiPositioner uiPositioner;
std::vector<std::unique_ptr<UiComponent>> children;
LayoutStyle& getLayoutStyle() {
return uiPositioner.getLayout();
}
void setLayoutStyle(const LayoutStyle& style) {
uiPositioner.setLayout(style);
}
[[nodiscard]] bool isHovered() const { return state == UiState::HOVERED; }
virtual void onClick() {};
protected:
bool visible = true;
UiState state = UiState::NORMAL;
virtual void onUpdate(float );
virtual void onCollectRenderData(UiRenderBundle& uiRenderBundle) {}
};
#endif //DICEWARS_SIEDLER_UICOMPONENT_H