ElementGame.h 2.2 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #ifndef RMLUI_LUAINVADERS_ELEMENTGAME_H
  29. #define RMLUI_LUAINVADERS_ELEMENTGAME_H
  30. #include <RmlUi/Core/Element.h>
  31. #include <RmlUi/Core/EventListener.h>
  32. class Game;
  33. /**
  34. @author Peter Curry
  35. */
  36. class ElementGame : public Rml::Element, public Rml::EventListener {
  37. public:
  38. ElementGame(const Rml::String& tag);
  39. virtual ~ElementGame();
  40. /// Intercepts and handles key events.
  41. void ProcessEvent(Rml::Event& event) override;
  42. /// This will get called when we're added to the tree, which allows us to bind to events.
  43. void OnChildAdd(Rml::Element* element) override;
  44. /// This will get called when we're removed from the tree, which allows us to clean up the event listeners previously added.
  45. void OnChildRemove(Element* element) override;
  46. protected:
  47. /// Updates the game.
  48. void OnUpdate() override;
  49. /// Renders the game.
  50. void OnRender() override;
  51. private:
  52. Game* game;
  53. };
  54. #endif