////////////////////////////////////// // Created by Pontus Fransson 2014 // ////////////////////////////////////// #ifndef MISC_EVENT_BUTTON_COLLECTION_H #define MISC_EVENT_BUTTON_COLLECTION_H #include "../../Input/L_inputClass.h" #include "../DynamicArray.h" #include "IEventButton.h" #include "EventButton.h" #include namespace Oyster { namespace Event { enum EventCollectionState { EventCollectionState_Disabled, EventCollectionState_Enabled, EventCollectionState_Count, EventCollectionState_Unknown = -1, }; /******************************** This EventButtonCollection will handle the destruction of the buttons when they are added to the collection ********************************/ class EventButtonCollection { public: EventButtonCollection(EventCollectionState state = EventCollectionState_Enabled); ~EventButtonCollection(); void Update(InputClass* inputObject); void Render(); /*Add a button to the collection when a button is added to the collection you are not allowed to delete it. */ template void AddButton(EventButton* button) { buttons.push_back(button); } EventCollectionState GetState() const; void SetState(const EventCollectionState state); //Clear all buttons and reset the state. void Clear(); private: //Can't copy EventButtonCollection(const EventButtonCollection& obj); EventButtonCollection& operator =(const EventButtonCollection& obj); protected: std::vector buttons; EventCollectionState collectionState; }; } } #endif