infinipaint/src/GUIStuff/Elements/Element.hpp

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#pragma once
#include "GUIStuffHelpers.hpp"
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namespace GUIStuff {
class GUIManager;
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class Element {
public:
Element(GUIManager& initGUI);
virtual void clay_draw(SkCanvas* canvas, UpdateInputData& io, Clay_RenderCommand* command, bool skiaAA);
virtual bool collides_with_point(const Vector2f& p) const;
void update_bounding_box(Clay_RenderCommand* command);
void clear_bounding_box();
const std::optional<SCollision::AABB<float>>& get_bb() const;
virtual ~Element() = default;
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int16_t zIndex;
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virtual void tick_update();
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// Return true when mouse obstructs what's behind it
virtual bool input_mouse_button_callback(const InputManager::MouseButtonCallbackArgs& button, bool mouseHovering);
virtual bool input_mouse_motion_callback(const InputManager::MouseMotionCallbackArgs& motion, bool mouseHovering);
virtual bool input_mouse_wheel_callback(const InputManager::MouseWheelCallbackArgs& wheel, bool mouseHovering);
virtual void input_key_callback(const InputManager::KeyCallbackArgs& key);
protected:
static SCollision::AABB<float> get_bb_from_command(Clay_RenderCommand* command);
std::optional<SCollision::AABB<float>> boundingBox;
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GUIManager& gui;
};
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}