Engine puzzle completed
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#ifndef GUI_Frame_h__
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#define GUI_Frame_h__
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#include "../Common.h"
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#include "../Core/Util/Rectangle.h"
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#include "../Core/EventBroker.h"
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#include "../Core/EKeyDown.h"
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#include "../Core/EKeyUp.h"
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#include "../Core/ResourceManager.h"
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#include "../Rendering/RenderQueue.h"
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#include "../Rendering/Texture.h"
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#include "../Input/EInputCommand.h"
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namespace GUI
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{
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class Frame : public Rectangle
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{
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public:
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enum class Anchor
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{
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Left,
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Right,
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Top,
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Bottom
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};
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static const int BaseWidth = 1280;
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static const int BaseHeight = 720;
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// Set up a base frame with an event broker
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Frame(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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, BaseFrame(this)
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, m_Name("UIParent")
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, Rectangle() { }
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// Create a frame as a child
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Frame(Frame* parent, std::string name)
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: m_Name(name)
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{
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SetParent(parent);
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Width = parent->Width;
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Height = parent->Height;
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
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}
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~Frame()
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{
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/*for (auto layer : m_Children)
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{
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for (auto child : layer.second)
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{
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delete child.second;
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}
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}
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if (m_Parent)
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{
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m_Parent->RemoveChild(this);
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}*/
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}
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Frame* Parent() const { return m_Parent; }
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void SetParent(Frame* parent)
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{
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if (parent == nullptr) {
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LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
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return;
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}
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m_Layer = parent->Layer() + 1;
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parent->AddChild(this);
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m_Parent = parent;
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m_EventBroker = parent->m_EventBroker;
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BaseFrame = parent->BaseFrame;
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}
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void AddChild(Frame* child)
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{
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m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
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if (m_Parent) {
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m_Parent->AddChild(child);
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}
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}
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void RemoveChild(Frame* child)
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{
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auto it = m_Children.find(child->m_Layer);
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if (it != m_Children.end()) {
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m_Children.erase(it);
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}
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if (m_Parent) {
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m_Parent->RemoveChild(child);
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}
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}
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std::string Name() const { return m_Name; }
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void SetName(std::string val) { m_Name = val; }
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int Layer() const { return m_Layer; }
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bool Hidden() const
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{
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if (m_Parent)
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return m_Parent->Hidden() || m_Hidden;
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else
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return m_Hidden;
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}
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bool Visible() const
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{
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return !Hidden();
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}
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virtual void Hide() { m_Hidden = true; }
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virtual void Show() { m_Hidden = false; }
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int Left() const override
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{
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if (m_Parent)
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return m_Parent->Left() + X;
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else
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return X;
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}
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void SetLeft(int absLeft) override
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{
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if (m_Parent) {
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X = absLeft - m_Parent->Left();
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} else {
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X = absLeft;
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}
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}
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int Right() const override
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{
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return Left() + Width;
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}
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void SetRight(int absRight) override
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{
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if (m_Parent) {
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X = absRight - Width - m_Parent->Left();
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} else {
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X = absRight - Width;
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}
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}
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int Top() const override
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{
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if (m_Parent)
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return m_Parent->Top() + Y;
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else
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return Y;
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}
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void SetTop(int absTop) override
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{
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if (m_Parent) {
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Y = absTop - m_Parent->Top();
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} else {
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Y = absTop;
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}
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}
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int Bottom() const override
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{
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return Top() + Height;
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}
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void SetBottom(int absBottom) override
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{
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if (m_Parent) {
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Y = absBottom - Height - m_Parent->Top();
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} else {
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Y = absBottom - Height;
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}
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}
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glm::vec2 Scale()
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{
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if (m_Parent)
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return m_Parent->Scale();
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else
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return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
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}
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Rectangle AbsoluteRectangle()
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{
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int left = Left();
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if (m_Parent)
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left = std::max(left, m_Parent->Left());
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int top = Top();
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if (m_Parent)
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top = std::max(top, m_Parent->Top());
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int width = Right() - left;
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int height = Bottom() - top;
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return Rectangle(left, top, width, height);
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}
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void UpdateLayered(double dt)
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{
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// Update ourselves
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this->Update(dt);
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// Update children
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for (auto& pairLayer : m_Children) {
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auto children = pairLayer.second;
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for (auto& pairChild : children) {
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auto child = pairChild.second;
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child->Update(dt);
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}
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}
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}
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virtual void Update(double dt) { }
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void DrawLayered(RenderQueueCollection& rq)
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{
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if (this->Hidden())
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return;
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// Draw ourselves
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this->Draw(rq);
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// Draw children
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for (auto& pairLayer : m_Children) {
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auto children = pairLayer.second;
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for (auto& pairChild : children) {
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auto child = pairChild.second;
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if (child->Hidden())
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continue;
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child->Draw(rq);
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}
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}
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}
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virtual void Draw(RenderQueueCollection& rq) { }
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protected:
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::EventBroker* m_EventBroker;
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Frame* BaseFrame = nullptr;
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std::string m_Name = "Unnamed";
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int m_Layer = 0;
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bool m_Hidden = false;
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Frame* m_Parent = nullptr;
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typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
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std::map<int, Children_t> m_Children; // layer -> Children_t
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virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
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virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
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virtual bool OnCommand(const Events::InputCommand& event) { return false; }
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private:
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EventRelay<Frame, Events::KeyDown> m_EKeyDown;
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EventRelay<Frame, Events::KeyUp> m_EKeyUp;
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EventRelay<Frame, Events::InputCommand> m_EInputCommand;
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};
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}
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#endif
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