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90afa096e7
This makes it a lot easier to support more than one possible animation in the same layer.
64 lines
1.4 KiB
C++
64 lines
1.4 KiB
C++
// (c) 2013 Maarten ter Huurne <maarten@treewalker.org>
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// License: GPL version 2 or later.
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#ifndef LAYER_H
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#define LAYER_H
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#include "inputmanager.h"
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class Surface;
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class Touchscreen;
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/**
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* Abstract base class for UI layers.
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* A layer handles both painting and input events.
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*/
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class Layer {
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public:
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enum class Status { DISMISSED, NORMAL };
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virtual ~Layer() {}
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/**
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* Perform one frame worth of animation.
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* Returns true iff there are any animations in progress.
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*/
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virtual bool runAnimations() { return false; }
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/**
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* Paints this layer on the given surface.
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*/
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virtual void paint(Surface &s) = 0;
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/**
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* Handles the pressing of the give button.
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* Returns true iff the button press event was fully handled by this layer.
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*/
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virtual bool handleButtonPress(InputManager::Button button) = 0;
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/**
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* Handles the touch screen.
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* Only called if there is a touch screen available.
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* Returns true iff the touch screen was fully handled by this layer.
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*/
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virtual bool handleTouchscreen(Touchscreen &ts) = 0;
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Status getStatus() { return status; }
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protected:
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/**
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* Request the Layer to be removed from the stack.
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* There could be a few more calls to the Layer before it is actually
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* removed, so be prepared to handle those.
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*/
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void dismiss() {
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status = Status::DISMISSED;
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}
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private:
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Status status = Status::NORMAL;
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};
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#endif // LAYER_H
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