Added pause menu, new F3 debug panel, fogCurve setting
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#ifndef FRONTEND_GUI_UINODE_H_
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#define FRONTEND_GUI_UINODE_H_
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#include <glm/glm.hpp>
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#include <vector>
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#include <memory>
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#include <functional>
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class Batch2D;
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class Assets;
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namespace gui {
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class UINode;
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class GUI;
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typedef std::function<void(GUI*)> onaction;
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typedef std::function<void(GUI*, double)> onnumberchange;
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enum class Align {
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left, center, right
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};
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class UINode {
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protected:
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glm::vec2 coord;
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glm::vec2 size_;
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glm::vec4 color_ {1.0f};
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glm::vec4 margin_ {1.0f};
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bool isvisible = true;
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bool sizelock = false;
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bool hover_ = false;
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bool pressed_ = false;
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bool focused_ = false;
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Align align_ = Align::left;
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UINode* parent = nullptr;
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UINode(glm::vec2 coord, glm::vec2 size);
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public:
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virtual ~UINode();
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virtual void draw(Batch2D* batch, Assets* assets) = 0;
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virtual void visible(bool flag);
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bool visible() const;
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virtual void align(Align align);
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Align align() const;
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virtual void hover(bool flag);
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bool hover() const;
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virtual void setParent(UINode* node);
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UINode* getParent() const;
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virtual void color(glm::vec4 newColor);
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glm::vec4 color() const;
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virtual void margin(glm::vec4 margin);
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glm::vec4 margin() const;
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virtual void click(GUI*, int x, int y);
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virtual void mouseRelease(GUI*, int x, int y);
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bool ispressed() const;
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void defocus();
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bool isfocused() const;
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virtual bool isfocuskeeper() const {return false;}
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virtual void typed(unsigned int codepoint) {};
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virtual void keyPressed(int key) {};
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virtual bool isInside(glm::vec2 pos);
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virtual std::shared_ptr<UINode> getAt(glm::vec2 pos, std::shared_ptr<UINode> self);
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glm::vec2 calcCoord() const;
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void setCoord(glm::vec2 coord);
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glm::vec2 size() const;
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virtual void size(glm::vec2 size);
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void _size(glm::vec2 size);
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virtual void refresh() {};
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virtual void lock();
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};
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}
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#endif // FRONTEND_GUI_UINODE_H_
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