#include <string>
#include <msp/datafile/objectloader.h>
+#include <msp/gl/renderer.h>
#include "geometry.h"
+#include "partcache.h"
#include "state.h"
namespace Msp {
bool focusable;
Container *parent;
std::string tooltip;
+ PartCache part_cache;
Widget();
public:
virtual ~Widget();
- /**
- Returns the name of the widget class. Used for style lookup.
- */
+ /// Returns the name of the widget class. Used for style lookup.
virtual const char *get_class() const { return "widget"; }
void set_position(int, int);
void set_size(unsigned, unsigned);
- virtual void autosize();
+ void autosize();
+protected:
+ virtual void autosize_special(const Part &, Geometry &) { }
+public:
void set_geometry(const Geometry &);
const Geometry &get_geometry() const { return geom; }
protected:
- /**
- Sets the widget's parent Container. The widget must be unparented when
- calling this function with a non-null parameter.
- */
+ /** Sets the widget's parent Container. The widget must be unparented when
+ calling this function with a non-null parameter. */
void set_parent(Container *);
public:
Container *get_parent() const { return parent; }
- /**
- Sets the widget style. The final style name is constructed by concatenating
- the widget class and the style name with a dash.
- */
+ /** Sets the widget style. The name of the resource to be looked up is
+ constructed by concatenating the widget class and the style name with a
+ dash. */
void set_style(const std::string &);
const Style &get_style() const { return *style; }
protected:
- /**
- Gets a style object from the resource collection based on the class and
- style names of the widget.
- */
+ /** Gets a style object from the resource collection based on the class and
+ style names of the widget. */
void update_style();
public:
bool is_focusable() const { return focusable; }
void set_focus();
- void render() const;
protected:
- virtual void render_special(const Part &) const { }
+ void set_state(State s) { set_state(s, s); }
+ void clear_state(State s) { set_state(s, NORMAL); }
+ void set_state(State, State);
+
+ void rebuild();
+ virtual void rebuild_special(const Part &);
+
+public:
+ void render(GL::Renderer &) const;
+protected:
+ virtual void render_special(const Part &, GL::Renderer &) const { }
public:
// Events
virtual void pointer_motion(int, int) { }
virtual void pointer_enter();
virtual void pointer_leave();
- virtual void key_press(unsigned, unsigned, wchar_t) { }
+ virtual void key_press(unsigned, unsigned) { }
virtual void key_release(unsigned, unsigned) { }
+ virtual void character(wchar_t) { }
virtual void focus_in();
virtual void focus_out();
protected: