Danbias/Code/Misc/EventHandler/EventButtonCollection.cpp

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//////////////////////////////////////
// Created by Pontus Fransson 2014 //
//////////////////////////////////////
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#include "EventButtonCollection.h"
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#include "EventHandler.h"
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#include "../../Input/L_inputClass.h"
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using namespace Oyster::Event;
EventButtonCollection::EventButtonCollection(EventCollectionState state)
: collectionState(state)
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{
}
EventButtonCollection::~EventButtonCollection()
{
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for(int i = 0; i < EventHandler::Instance().collections.size(); i++)
{
if(EventHandler::Instance().collections.at(i) == this)
{
EventHandler::Instance().collections.erase(EventHandler::Instance().collections.begin() + i);
break;
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}
}
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int size = buttons.size();
for(int i = 0; i < size; i++)
{
delete buttons[i];
buttons[i] = NULL;
}
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}
void EventButtonCollection::Update(MouseInput& input)
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{
if(this->collectionState == EventCollectionState_Enabled)
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{
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for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->Update(input);
}
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}
}
void EventButtonCollection::RenderTexture()
{
if(this->collectionState == EventCollectionState_Enabled)
{
for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->RenderTexture();
}
}
}
void EventButtonCollection::RenderText()
{
if(this->collectionState == EventCollectionState_Enabled)
{
for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->RenderText();
}
}
}
EventCollectionState EventButtonCollection::GetState() const
{
return collectionState;
}
void EventButtonCollection::SetState(const EventCollectionState state)
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{
collectionState = state;
}
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void EventButtonCollection::Clear()
{
int size = buttons.size();
for(int i = 0; i < size; i++)
{
delete buttons[i];
buttons[i] = NULL;
}
buttons.clear();
collectionState = EventCollectionState_Enabled;
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}