71 lines
2.2 KiB
C++
71 lines
2.2 KiB
C++
#ifndef OVERLAYBASE
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#define OVERLAYBASE
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#include <boost/shared_ptr.hpp>
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#include <SDL/SDL.h>
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#include <map>
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#include <list>
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namespace Engine {
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class ModelBase;
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/** \brief Base class for user-interfaces
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*
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* An Overlay is something that is displayed above the game graphics e.g.
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* such as a health indicator for the player or the user interface such as
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* the menu or the console. The member function OverlayBase::Draw() is used
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* for drawing and also receives input such as key press events and mouse
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* button events.
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*
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* The function OverlayBase::Init() is called by the OverlayManager class and
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* allows the OverlayBase to load its ressources.
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*/
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class OverlayBase {
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public:
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OverlayBase () {};
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virtual ~OverlayBase() {};
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/** \brief This function gets called by the OverlayManager class */
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virtual void Init() {};
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virtual bool OnKeyDown (const SDL_keysym &keysym) { return false; };
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virtual bool OnKeyUp (const SDL_keysym &keysym) { return false; };
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virtual bool OnMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos) { return false; };
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virtual bool OnMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos) { return false; };
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/** \brief Draws the content of the Overlay */
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virtual void Draw () = 0;
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};
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typedef boost::shared_ptr<OverlayBase> OverlayBasePtr;
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/** \brief Takes care of all OverlayBase classes and proxies input and drawing with regard to the current game state of ModelBase
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*
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* \note You need to set the ModelBase pointer manually by calling OverlayManager::SetModel()!
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*/
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class OverlayManager {
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public:
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/** \brief Calls OverlayBase::Init() for all registered Overlays */
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void InitOverlays();
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/** \brief Draws the Overlays associated with the current game state */
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void Draw();
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void Register (OverlayBasePtr overlay, unsigned int game_state);
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/* Input forwarding for the overlays */
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bool SendKeyDown (const SDL_keysym &keysym);
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bool SendKeyUp (const SDL_keysym &keysym);
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bool SendMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos);
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bool SendMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos);
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private:
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/** \brief Keeps the list of OverlayBase for each game state */
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std::map<unsigned int, std::list<OverlayBasePtr> > mOverlays;
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};
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};
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#endif /* OVERLAYBASE */
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