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im_element.cpp « IMUI « GUI « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           Name: im_element.cpp
//      Developer: Wolfire Games LLC
//    Description: Base class for all AdHoc Gui elements
//        License: Read below
//-----------------------------------------------------------------------------
//
//
//   Copyright 2022 Wolfire Games LLC
//
//   Licensed under the Apache License, Version 2.0 (the "License");
//   you may not use this file except in compliance with the License.
//   You may obtain a copy of the License at
//
//       http://www.apache.org/licenses/LICENSE-2.0
//
//   Unless required by applicable law or agreed to in writing, software
//   distributed under the License is distributed on an "AS IS" BASIS,
//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//   See the License for the specific language governing permissions and
//   limitations under the License.
//
//-----------------------------------------------------------------------------
#include "im_element.h"

#include <GUI/IMUI/imgui.h>

#include <algorithm>
#include <map>
#include <cmath>

/*******************************************************************************************/
/**
 * @brief  Constructor
 *
 * @param _name Name for this object (incumbent on the programmer to make sure they're unique)
 *
 */
IMElement::IMElement( std::string const& _name ) :
    size( UNDEFINEDSIZE,UNDEFINEDSIZE ),
    defaultSize( UNDEFINEDSIZE,UNDEFINEDSIZE ),
    drawDisplacement( 0.0f, 0.0f ),
    zOrdering(1),
    parent(NULL),
    owner(NULL),
    show(true),
    shouldClip(true),
    color(1.0,1.0,1.0,1.0),
    effectColor(1.0,1.0,1.0,1.0),
    isColorEffected(false),
    border(false),
    borderSize(1),
    borderColor(1.0,1.0,1.0,1.0),
    mouseOver(false),
	mouse_clicking(false),
    mouseDownForChildren(false),
    mouseOverForChildren(false),
    refCount(1),
    numBehaviors(0),
    pauseBehaviors(false),
    scriptMouseOver(false)
{
    name = _name;
    setPadding( 0.0, 0.0, 0.0, 0.0 );
    
    imevents.RegisterListener(this);
}

std::vector<IMElement*> IMElement::deletion_schedule;

/*******
 *  
 * Angelscript memory management boilerplate
 *
 */
void IMElement::AddRef()
{
    // Increase the reference counter
    refCount++;
}

void IMElement::Release()
{
	refCount--;
    // Decrease ref count and delete if it reaches 0
    if( refCount == 0 ) {
        for(IMElement* element : IMElement::deletion_schedule) {
            if(element == this) {
                return;
            }
        }
        IMElement::deletion_schedule.push_back(this);
    } else if( refCount < 0 ) {
		LOGE << "Negative refcount" << std::endl;
	}
}


/*******************************************************************************************/
/**
 * @brief  Gets the name of the type of this element — for autonaming and debugging
 * 
 * @returns name of the element type as a string
 *
 */
std::string IMElement::getElementTypeName() {
    return "Element";
}

/*******************************************************************************************/
/**
 * @brief  Set’s this element’s parent (and does nessesary logic)
 *  
 * @param _parent New parent
 *
 */
void IMElement::setOwnerParent( IMGUI* _owner, IMElement* _parent ) {
    owner = _owner;
    parent = _parent;
}

/*******************************************************************************************/
/**
 * @brief  Set the color for the element
 *  
 * @param _color 4 component vector for the color
 *
 */
void IMElement::setColor( vec4 _color ) {
    color = _color; 
} 

/*******************************************************************************************/
/**
 * @brief  Gets the current color
 * 
 * If the color is effected, it'll return the effected color
 *
 * @returns 4 component vector of the color
 *
 */
 vec4 IMElement::getColor() {
    if(isColorEffected ) {
        return effectColor;    
    }
    else {
        return color;
    }
 }

 /*******************************************************************************************/
/**
 * @brief  Gets the current color -- ignoring the effect color
 *
 * @returns 4 component vector of the color
 *
 */
 vec4 IMElement::getBaseColor() {
    return color;
 }


/*******************************************************************************************/
/**
 * @brief  Set the effect color for the element
 *  
 * @param _color 4 component vector for the color
 *
 */
void IMElement::setEffectColor( vec4 _color ) {
    isColorEffected = true;
    effectColor = _color;
} 

/*******************************************************************************************/
/**
 * @brief  Gets the effect current color
 * 
 * @returns 4 component vector of the color
 *
 */
 vec4 IMElement::getEffectColor() {
    if( !isColorEffected ) {
        return color;
    }
    return effectColor;
 }

/*******************************************************************************************/
/**
 * @brief Clears any effect color (reseting to the base)
 *
 */
 void IMElement::clearColorEffect() {
    isColorEffected = false;
 }

/*******************************************************************************************/
/**
 * @brief  Sets the red value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setR( float value ) {
    color.x() = value;
 }

/*******************************************************************************************/
/**
 * @brief  Gets the red value
 * 
 * @returns Color value
 *
 */
 float IMElement::getR() {
    return color.x();
 }

/*******************************************************************************************/
/**
 * @brief Sets the green value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setG( float value ) {
    color.y() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the green value
 * 
 * @returns Color value
 *
 */
 float IMElement::getG() {
    return color.y();
 }

/*******************************************************************************************/
/**
 * @brief Sets the blue value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setB( float value ) {
    color.z() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the blue value
 * 
 * @returns Color value
 *
 */
 float IMElement::getB() {
    return color.y();
 }

/*******************************************************************************************/
/**
 * @brief Sets the alpha value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setAlpha( float value ) {
    color.a() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the alpha value
 * 
 * @returns Color value
 *
 */
 float IMElement::getAlpha() {
    return color.a();
 }

/*******************************************************************************************/
/**
 * @brief  Sets the effect red value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setEffectR( float value ) {
    if( !isColorEffected ) {
        effectColor = color;
    }
    isColorEffected = true;
    effectColor.x() = value;
 }

/*******************************************************************************************/
/**
 * @brief  Gets the effect red value
 * 
 * @returns Color value
 *
 */
float IMElement::getEffectR() {
    if( !isColorEffected ) {
        return color.x();
    }
    else {
        return effectColor.x();
    }
}

/*******************************************************************************************/
/**
 * @brief  Clear effect red value
 * 
 */
void IMElement::clearEffectR() {
    isColorEffected = false;
    effectColor.x() = color.x();
}

/*******************************************************************************************/
/**
 * @brief Sets the effect green value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setEffectG( float value ) {
    if( !isColorEffected ) {
        effectColor = color;
    }
    isColorEffected = true;
    effectColor.y() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the effect green value
 * 
 * @returns Color value
 *
 */
 float IMElement::getEffectG() {
    if( !isColorEffected ) {
        return color.y();
    }
    else {
        return effectColor.y();
    }
 }

/*******************************************************************************************/
/**
 * @brief  Clear effect green value
 * 
 */
void IMElement::clearEffectG() {
    isColorEffected = false;
    effectColor.y() = color.y();
}

/*******************************************************************************************/
/**
 * @brief Sets the blue value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setEffectB( float value ) {
    if( !isColorEffected ) {
        effectColor = color;
    }
    isColorEffected = true;
    effectColor.z() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the blue value
 * 
 * @returns Color value
 *
 */
 float IMElement::getEffectB() {
    if( !isColorEffected ) {
        return color.z();
    }
    else {
        return effectColor.z();
    }
 }

/*******************************************************************************************/
/**
 * @brief  Clear effect blue value
 * 
 */
void IMElement::clearEffectB() {
    isColorEffected = false;
    effectColor.z() = color.z();
}

/*******************************************************************************************/
/**
 * @brief Sets the alpha value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setEffectAlpha( float value ) {
    if( !isColorEffected ) {
        effectColor = color;
    }
    isColorEffected = true;
    effectColor.a() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the alpha value
 * 
 * @returns Color value
 *
 */
 float IMElement::getEffectAlpha() {
    if( !isColorEffected ) {
        return color.z();
    }
    else {
        return effectColor.z();
    }
 }

/*******************************************************************************************/
/**
 * @brief  Clear effect alpha value
 * 
 */
void IMElement::clearEffectAlpha() {
    isColorEffected = false;
    effectColor = color;
}


/*******************************************************************************************/
/**
 * @brief  Should this element have a border
 *  
 * @param _border Show this border or not
 *
 */
 void IMElement::showBorder( bool _border ) {
    border = _border;
 }

/*******************************************************************************************/
/**
 * @brief  Sets the border thickness
 * 
 * @param thickness Thickness of the border in GUI space pixels 
 *
 */
 void IMElement::setBorderSize( float _borderSize ) {
    borderSize = _borderSize;
 }



/*******************************************************************************************/
/**
 * @brief  Set the color for the border
 *  
 * @param _color 4 component vector for the color
 *
 */
void IMElement::setBorderColor( vec4 _color ) {
    borderColor = _color;
} 

/*******************************************************************************************/
/**
 * @brief  Gets the current border color
 * 
 * @returns 4 component vector of the color
 *
 */
 vec4 IMElement::getBorderColor() {
    return borderColor;
 }

/*******************************************************************************************/
/**
 * @brief  Sets the border red value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setBorderR( float value ) {
    borderColor.x() = value;
 }

/*******************************************************************************************/
/**
 * @brief  Gets the border red value
 * 
 * @returns Color value
 *
 */
 float IMElement::getBorderR() {
    return borderColor.x();
 }

/*******************************************************************************************/
/**
 * @brief Sets the border green value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setBorderG( float value ) {
    borderColor.y() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the border green value
 * 
 * @returns Color value
 *
 */
 float IMElement::getBorderG() {
    return borderColor.y();
 }

/*******************************************************************************************/
/**
 * @brief Sets the border blue value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setBorderB( float value ) {
    borderColor.z() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the border blue value
 * 
 * @returns Color value
 *
 */
 float IMElement::getBorderB() {
    return borderColor.y();
 }

/*******************************************************************************************/
/**
 * @brief Sets the border alpha value
 * 
 * @param value Color value  
 *
 */
 void IMElement::setBorderAlpha( float value ) {
    borderColor.a() = value;
 }

/*******************************************************************************************/
/**
 * @brief Gets the border alpha value
 * 
 * @returns Color value
 *
 */
 float IMElement::getBorderAlpha() {
    return borderColor.a();
 }

/*******************************************************************************************/
/**
 * @brief  Sets the z ordering (order of drawing, higher is drawing on top of lower)
 * 
 * @param z new Z ordering value (expected to be greater then 0 and the parent container)
 *
 */
 void IMElement::setZOrdering( int z ) {
    zOrdering = z;
 }

/*******************************************************************************************/
/**
 * @brief  Gets the z ordering (order of drawing - higher is drawing on top of lower)
 * 
 * @returns current Z ordering value
 *
 */
 int IMElement::getZOrdering() {
    return zOrdering;
 }

/*******************************************************************************************/
/**
 * @brief  Set the z ordering of this element to be higher than the given element
 *  
 * @param element Element to be below this one
 *
 */
 void IMElement::renderAbove( IMElement* element ) {
    setZOrdering( element->getZOrdering() + 1 );
    element->Release();
 }

/*******************************************************************************************/
/**
 * @brief  Set the z ordering of this element to be lower than the given element
 *  
 * (note that if the element parameter has a z value within 1 of the parent container
 *  this element will be assigned to the same value, which may not look nice )
 *
 * @param element Element to be below this one
 *
 */
 void IMElement::renderBelow( IMElement* element ) {

    int minZ;
    // See if we're a root container
    if( parent != NULL ) {
        // not a root
        minZ = parent->getZOrdering();
    }
    else {
        // we're a root
        minZ = 1;            
    }

    // set the z ordering, respecting the derived minimum
    setZOrdering( max( minZ, element->getZOrdering() - 1 ) );

    element->Release();

 }


/*******************************************************************************************/
/**
 * @brief  Show or hide this element
 *  
 * @param _show Show this element or not
 *
 */
 void IMElement::setVisible( bool _show ) {
    show = _show;
 }

/*******************************************************************************************/
/**
 * @brief Should this element be including in the container clipping?
 *  
 * @param _clip Clip this element or not
 *
 */
 void IMElement::setClip( bool _clip ) {
    shouldClip = _clip;
 }


/*******************************************************************************************/
/**
 * @brief Draw this object on the screen
 *
 * @param drawOffset Absolute offset from the upper lefthand corner (GUI space)
 * @param clipPos pixel location of upper lefthand corner of clipping region
 * @param clipSize size of clipping region
 *
 */
void IMElement::render( vec2 drawOffset, vec2 currentClipPos, vec2 currentClipSize ) {

    // see if we're visible 
    if( !show ) return;

    // See if we're supposed to draw a border
    if( border ) {

        vec2 borderCornerUL = drawOffset + drawDisplacement + vec2(2,2) + vec2( paddingL, paddingU );
        vec2 borderCornerLR = drawOffset + drawDisplacement + size - vec2(1,1) + vec2( paddingR, paddingD );

        vec2 screenCornerUL = screenMetrics.GUIToScreen( borderCornerUL );
        vec2 screenCornerLR = screenMetrics.GUIToScreen( borderCornerLR );

        // figure out the thickness in screen pixels (minimum 1)
        float thickness = max( borderSize * screenMetrics.GUItoScreenXScale, 1.0f );

        // top 
        owner->drawBox( screenCornerUL, 
                       vec2( screenCornerLR.x() - screenCornerUL.x(), thickness ),
                       borderColor,
                       zOrdering + 1, 
                       shouldClip,
                       currentClipPos, 
                       currentClipSize );
   
        // bottom 
        owner->drawBox( vec2( screenCornerUL.x(), screenCornerLR.y() - thickness ),
                       vec2( screenCornerLR.x() - screenCornerUL.x(), thickness ),
                       borderColor,
                       zOrdering + 1,  
                       shouldClip,
                       currentClipPos, 
                       currentClipSize );

        // left
        owner->drawBox( vec2( screenCornerUL.x(), screenCornerUL.y() + thickness ),
                       vec2( thickness, screenCornerLR.y() - screenCornerUL.y() - (2 * thickness) ),
                       borderColor,
                       zOrdering + 1,  
                       shouldClip,
                       currentClipPos, 
                       currentClipSize );
        // right
        owner->drawBox( vec2( screenCornerLR.x() - thickness, screenCornerUL.y() + thickness ),
                       vec2( thickness, screenCornerLR.y() - screenCornerUL.y() - (2 * thickness) ),
                       borderColor,
                       zOrdering + 1,  
                       shouldClip,
                       currentClipPos, 
                       currentClipSize );       

    }
}

vec2 IMElement::getScreenPosition( ){
	
	vec2 GUIRenderPos = lastDrawOffset + vec2( paddingL, paddingU ) + drawDisplacement;
	
	vec2 screenRenderPos = screenMetrics.GUIToScreen( GUIRenderPos );
	
	return vec2( screenRenderPos.x(), screenRenderPos.y() );
}

/*******************************************************************************************/
/**
 * @brief  Checks to see if a point is inside this element
 * 
 * @param drawOffset The upper left hand corner of where the boundary is drawn
 * @param point point in question
 *
 * @returns true if inside, false otherwise
 *
 */
bool IMElement::pointInElement( vec2 drawOffset, vec2 point ) {

    vec2 UL = drawOffset + drawDisplacement;
    vec2 LR = UL + size;

    if( UL.x() <= point.x() && UL.y() <= point.y() &&
        LR.x() >  point.x() && LR.y() >  point.y() ) {
        return true;
    }
    else {
        return false;
    }

}

/*******************************************************************************************/
/**
 * @brief  Add an update behavior
 *  
 * @param behavior Handle to behavior in question
 * @param behaviorName name to identify the behavior
 *
 */
void IMElement::addUpdateBehavior( IMUpdateBehavior* behavior, std::string const& behaviorName ) {
    
    std::string bName = behaviorName;
    
    // if they haven't given us a name, generate one
    if( bName == "" ) {
        std::ostringstream oss;
        oss << "behavior" << numBehaviors;
        bName = oss.str();
    }
    else if( updateBehaviors.find( bName) != updateBehaviors.end() ) {
        removeUpdateBehavior( bName );
    }
    
    // add a reference as we're storing it
    behavior->AddRef();

    updateBehaviors[bName] = behavior;
    
    // get rid of the reference we were given
    behavior->Release();
    
 }

/*******************************************************************************************/
/**
 * @brief  Removes a named update behavior
 * 
 * @param behaviorName name to identify the behavior
 *
 * @returns true if there was a behavior to remove, false otherwise
 *
 */
 bool IMElement::removeUpdateBehavior( std::string const& behaviorName ) {
    // see if there is already a behavior with this name
     UBMap::iterator it = updateBehaviors.find(behaviorName);
     if( it != updateBehaviors.end() ) {
         // if so clean it up if its been initialized
         IMUpdateBehavior* updater = it->second;
        
         if( updater->initialized ) {
            updater->cleanUp( this );
         }

        // and remove it, deref it
        updater->Release();
        updateBehaviors.erase( it );

        return true;
    }
    else {
        // Let the caller know
        return false;
    }

 }

/*******************************************************************************************/
/**
 * @brief Indicates if a behavior exists, can be used to see if its finished.
 * 
 * @param behaviorName name to identify the behavior
 *
 * @returns true if there was a behavior
 *
 */
bool IMElement::hasUpdateBehavior(std::string const& behaviorName)
{
    
    UBMap::iterator it = updateBehaviors.find(behaviorName);
    if( it != updateBehaviors.end() ) {
        return true;
    }
    else {
        // Let the caller know
        return false;
    }
    
}

/*******************************************************************************************/
/**
 * @brief  Clear update behaviors
 *
 */
 void IMElement::clearUpdateBehaviors() {

     // iterate through all the behaviors and clean them up
     for(auto & updateBehavior : updateBehaviors) {
        IMUpdateBehavior* updater = updateBehavior.second;
        updater->cleanUp( this );
        updater->Release();
    }

    updateBehaviors.clear();
 }

/*******************************************************************************************/
/**
 * @brief  Add a mouse over behavior
 *  
 * @param behavior Handle to behavior in question
 * @param behaviorName name to identify the behavior
 *
 */
 void IMElement::addMouseOverBehavior( IMMouseOverBehavior* behavior, std::string const& behaviorName ) {
    
    std::string bName = behaviorName;
     
    // if they haven't given us a name, generate one
    if( bName == "" ) {
        
        std::ostringstream oss;
        oss << "behavior" << numBehaviors;
        bName = oss.str();
        numBehaviors++;
        
    }
    else if( mouseOverBehaviors.find( bName) != mouseOverBehaviors.end() ) {
        // Remove old behavior with this name (if any)
        removeMouseOverBehavior( bName );
    }
    
    // add a reference as we're storing it
    behavior->AddRef();
     
    mouseOverBehaviors[bName] = behavior;
     
    // get rid of the reference we were given
    behavior->Release();
 }

/*******************************************************************************************/
/**
 * @brief  Removes a named update behavior
 * 
 * @param behaviorName name to identify the behavior
 *
 * @returns true if there was a behavior to remove, false otherwise
 *
 */
 bool IMElement::removeMouseOverBehavior( std::string const& behaviorName ) {
    // see if there is already a behavior with this name
     MOBMap::iterator it = mouseOverBehaviors.find(behaviorName);
     if( it != mouseOverBehaviors.end() ) {
    
        // if so clean it up 
        IMMouseOverBehavior* updater = it->second;
        updater->cleanUp( this );

        // and remove/deref it 
        updater->Release();
        mouseOverBehaviors.erase( it );

        return true;
    }
    else {
        // Let the caller know
        return false;
    }

 }

/*******************************************************************************************/
/**
 * @brief  Clear mouse over behaviors
 *
 */
 void IMElement::clearMouseOverBehaviors() {

    // iterate through all the behaviors and clean them up
    for(auto & mouseOverBehavior : mouseOverBehaviors) {
        IMMouseOverBehavior* updater = mouseOverBehavior.second;
        updater->Release();
        updater->cleanUp( this );
    }

    mouseOverBehaviors.clear();
 }

/*******************************************************************************************/
/**
 * @brief  Add a click behavior
 *  
 * @param behavior Handle to behavior in question
 * @param behaviorName name to identify the behavior
 *
 */
void IMElement::addLeftMouseClickBehavior( IMMouseClickBehavior* behavior, std::string const& behaviorName ) {
    std::string bName = behaviorName;
    
    // if they haven't given us a name, generate one
    if( bName == "" ) {
        std::ostringstream oss;
        oss << "behavior" << numBehaviors;
        bName = oss.str();
        numBehaviors++;
    }
    else if( leftMouseClickBehaviors.find( bName) != leftMouseClickBehaviors.end() ) {
        removeLeftMouseClickBehavior( bName );
    }

    // add a reference as we're storing it
    behavior->AddRef();
    
    leftMouseClickBehaviors[bName] = behavior;
    
    // get rid of the reference we were given
    behavior->Release();
}


/*******************************************************************************************/
/**
 * @brief  Removes a named click behavior
 * 
 * @param behaviorName name to identify the behavior
 *
 * @returns true if there was a behavior to remove, false otherwise
 *
 */
 bool IMElement::removeLeftMouseClickBehavior( std::string const& behaviorName ) {
    
     // see if there is already a behavior with this name
     MCBMap::iterator it = leftMouseClickBehaviors.find(behaviorName);
     if( it != leftMouseClickBehaviors.end() ) {
         
         // if so clean it up
         IMMouseClickBehavior* updater = it->second;
         updater->cleanUp( this );
         
         // and remove/deref it
         updater->Release();
         leftMouseClickBehaviors.erase( it );
         
         return true;
     }
     else {
         // Let the caller know
         return false;
     }

 }

/*******************************************************************************************/
/**
 * @brief  Clear mouse over behaviors
 *
 */
void IMElement::clearLeftMouseClickBehaviors() {

    // iterate through all the behaviors and clean them up
    for(auto & leftMouseClickBehavior : leftMouseClickBehaviors) {
        IMMouseClickBehavior* updater = leftMouseClickBehavior.second;
        updater->cleanUp( this );
        updater->Release();
    }
    
    leftMouseClickBehaviors.clear();
 }

/*******************************************************************************************/
/**
 * @brief  Updates the element  
 * 
 * @param delta Number of millisecond elapsed since last update
 * @param drawOffset Absolute offset from the upper lefthand corner (GUI space)
 * @param guistate The state of the GUI at this update
 *
 */
void IMElement::update( uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
    // Update behaviors
    if(!pauseBehaviors)
    {
		std::vector<std::string> remove_list;	

        for(auto & updateBehavior : updateBehaviors) {

            IMUpdateBehavior* updater = updateBehavior.second;
            
            // See if this behavior has been initialized
            if( !updater->initialized ) {

                if( !updater->initialize( this, delta, drawOffset, guistate ) ) {
                    // If the behavior has indicated it should not begin remove it
					remove_list.push_back(updateBehavior.first);
                    continue;
                }
                else {
                    updater->initialized = true;
                }
            }

            if( !updater->update( this, delta, drawOffset, guistate ) ) {
                // If the behavior has indicated it is done
                remove_list.push_back(updateBehavior.first);
            }
        }
		
		std::vector<std::string>::iterator rmit;
		for( rmit = remove_list.begin(); rmit != remove_list.end(); rmit++) {
			removeUpdateBehavior(*rmit);
		}
		lastDrawOffset = drawOffset;
    }

    // Now do mouse behaviors 

    // Mouse overs

    if( (scriptMouseOver || (pointInElement( drawOffset, guistate.mousePosition ) || guistate.inheritedMouseOver)) && !pauseBehaviors) {
        if( mouseOverForChildren ) {
            guistate.inheritedMouseOver = true;
        }
        
        if( !mouseOver ) {
            mouseOver = true;

            // Update behaviors
            for(auto & mouseOverBehavior : mouseOverBehaviors) {
                
                IMMouseOverBehavior* behavior = mouseOverBehavior.second;
                behavior->onStart( this, delta, drawOffset, guistate );
            }
        }
        else {

            // Update behaviors
            for(auto & mouseOverBehavior : mouseOverBehaviors) {
                
                IMMouseOverBehavior* behavior = mouseOverBehavior.second;
                behavior->onContinue( this, delta, drawOffset, guistate );
            }
        
        }
    }
    else {
        // See if this is an 'exit'
        if( mouseOver )
        {
            std::vector<std::string> remove_list;
            for(auto & mouseOverBehavior : mouseOverBehaviors) {
                IMMouseOverBehavior* behavior = mouseOverBehavior.second;
                
                if( !behavior->onFinish( this, delta, drawOffset, guistate ) ) {
                    // If the behavior has indicated it is done
					remove_list.push_back(mouseOverBehavior.first);
                    
                }
            }
            mouseOver = false;
			std::vector<std::string>::iterator rm_it;
			for( rm_it = remove_list.begin(); rm_it != remove_list.end(); rm_it++ ) {
				removeMouseOverBehavior( *rm_it );
			}
			
        }
    }

	if(mouse_clicking && guistate.leftMouseState == IMUIContext::kMouseStillUp){
		mouse_clicking = false;
	}

    // Mouse click status
    if( !pauseBehaviors && (!guistate.clickHandled && ( pointInElement( drawOffset, guistate.mousePosition ) || guistate.inheritedMouseDown )) ) {
    
        IMUIContext::ButtonState effectiveState = guistate.leftMouseState;
        
        // See if we have an override from our parent
        if( guistate.inheritedMouseDown ) {
            effectiveState = guistate.inheritedMouseState;
        }
        
        switch( effectiveState ) {
        
        case IMUIContext::kMouseDown: {

            if( mouseDownForChildren ) {
                guistate.inheritedMouseDown = true;
            }

			mouse_clicking = true;

			std::vector<std::string> remove_list;
            // Update behaviors
            for(auto & leftMouseClickBehavior : leftMouseClickBehaviors) {

                guistate.clickHandled = true;

                IMMouseClickBehavior* behavior = leftMouseClickBehavior.second;
                if( !behavior->onDown( this, delta, drawOffset, guistate ) ) {
                    // If the behavior has indicated it is done
                    remove_list.push_back(leftMouseClickBehavior.first);
                }
            }

			std::vector<std::string>::iterator rm_it;
			for( rm_it = remove_list.begin(); rm_it != remove_list.end(); rm_it++ ) {
				removeLeftMouseClickBehavior( *rm_it );
			}

        }
        break; 
        
        case IMUIContext::kMouseStillDown: {

            if( mouseDownForChildren ) {
                guistate.inheritedMouseDown = true;
            }
            
			std::vector<std::string> remove_list;
            for(auto & leftMouseClickBehavior : leftMouseClickBehaviors) {
                
                guistate.clickHandled = true;
                
                IMMouseClickBehavior* behavior = leftMouseClickBehavior.second;
            
                if( !behavior->onStillDown( this, delta, drawOffset, guistate ) ) {
                    // If the behavior has indicated it is done
					remove_list.push_back(leftMouseClickBehavior.first);
                
                }
            }

			std::vector<std::string>::iterator rm_it;
			for( rm_it = remove_list.begin(); rm_it != remove_list.end(); rm_it++ ){
				removeLeftMouseClickBehavior( *rm_it );
			}

        }
        break;

        case IMUIContext::kMouseUp: {
            
			if(mouse_clicking){
	            for(auto & leftMouseClickBehavior : leftMouseClickBehaviors) {

	                guistate.clickHandled = true;

	                IMMouseClickBehavior* behavior = leftMouseClickBehavior.second;

	                if( !behavior->onUp( this, delta, drawOffset, guistate ) ) {
	                    // If the behavior has indicated it is done
	                    removeLeftMouseClickBehavior( leftMouseClickBehavior.first );
	                }

	            }
			}
			mouse_clicking = false;

            // Consider this no longer hovering
            mouseOver = false;
            {
				std::vector<std::string> remove_list;
                for(auto & mouseOverBehavior : mouseOverBehaviors) {
                    
                    guistate.clickHandled = true;
                    
                    IMMouseOverBehavior* behavior = mouseOverBehavior.second;
                    if( !behavior->onFinish( this, delta, drawOffset, guistate ) ) {
                        // If the behavior has indicated it is done
						remove_list.push_back( mouseOverBehavior.first );
                    
                    }
                }
				
				std::vector<std::string>::iterator rm_it;
				for( rm_it = remove_list.begin(); rm_it != remove_list.end(); rm_it++ ) {
					removeMouseOverBehavior( *rm_it );
				}
            }
        }
        break; 

        case IMUIContext::kMouseStillUp:
        default:

        break;
        
        }

    }
    
}

/*******************************************************************************************/
/**
 * @brief  When this element is resized, moved, etc propagate this signal upwards
 * 
 */
 void IMElement::onRelayout() {

    if( owner != NULL ) {
        owner->onRelayout();
    }
 
 }

/*******************************************************************************************/
/**
 * @brief  When this element has an error, propagate it upwards
 * 
 * @param newError Error message
 *
 */
void IMElement::onError( std::string const& newError )  {

    if( owner != NULL ) {
        owner->reportError( newError );
    }
 
 }


/*******************************************************************************************/
/**
 * @brief  When a resize, move, etc has happened do whatever is necessary
 * 
 */
 void IMElement::doRelayout() {
    // Nothing to do in the base class
 }

/*******************************************************************************************/
/**
 * @brief  Do whatever is necessary when the resolution changes
 *
 */
 void IMElement::doScreenResize()  {
    // Nothing to do in the base class
 }

/*******************************************************************************************/
/**
 * @brief Set the name of this element
 * 
 * @param _name New name (incumbent on the programmer to make sure they're unique)
 *
 */
void IMElement::setName( std::string const& _name ) {
    
    name = _name;

}

/*******************************************************************************************/
/**
 * @brief Gets the name of this element
 * 
 * @returns name of this element
 *
 */
std::string IMElement::getName() {
    return name;
}


/*******************************************************************************************/
/**
 * @brief  Set the padding for each direction on the element
 *
 * UNDEFINEDSIZE will cause no change 
 * 
 * @param U (minimum) Padding between the element and the upper boundary  
 * @param D (minimum) Padding between the element and the lower boundary  
 * @param L (minimum) Padding between the element and the left boundary  
 * @param R (minimum) Padding between the element and the right boundary  
 *
 */
void IMElement::setPadding( float U, float D, float L, float R) {

    if( U != UNDEFINEDSIZE ) { paddingU = U; }
    if( D != UNDEFINEDSIZE ) { paddingD = D; }
    if( L != UNDEFINEDSIZE ) { paddingL = L; }
    if( R != UNDEFINEDSIZE ) { paddingR = R; }

    onRelayout();

}

/*******************************************************************************************/
/**
 * @brief  Set the padding above the element
 *
 * @param paddingSize The number of pixels (in GUI space) for the padding
 *
 */
void IMElement::setPaddingU( float paddingSize ) {
    paddingU = paddingSize; 
    onRelayout();
}

/*******************************************************************************************/
/**
 * @brief  Set the padding below the element
 *
 * @param paddingSize The number of pixels (in GUI space) for the padding
 *
 */
void IMElement::setPaddingD( float paddingSize ) {
    paddingD = paddingSize; 
    onRelayout();
}

/*******************************************************************************************/
/**
 * @brief  Set the padding to the left of the element
 *
 * @param paddingSize The number of pixels (in GUI space) for the padding
 *
 */
void IMElement::setPaddingL( float paddingSize ) {
    paddingL = paddingSize; 
    onRelayout();
}

/*******************************************************************************************/
/**
 * @brief  Set the padding to the right of the element
 *
 * @param paddingSize The number of pixels (in GUI space) for the padding
 *
 */
void IMElement::setPaddingR( float paddingSize ) {
    paddingR = paddingSize; 
    onRelayout();
}


/*******************************************************************************************/
/**
 * @brief  Sets the drawing displacement (mostly used for tweening)
 * 
 * @param newDisplacement newValues for the displacement
 *
 */
 void IMElement::setDisplacement( vec2 newDisplacement ) {
    drawDisplacement = newDisplacement;
 }

/*******************************************************************************************/
/**
 * @brief  Sets the drawing displacement x component (mostly used for tweening)
 * 
 * @param newDisplacement newValues for the displacement
 *
 */
 void IMElement::setDisplacementX( float newDisplacement ) {
    drawDisplacement.x() = newDisplacement;
 }

/*******************************************************************************************/
/**
 * @brief  Sets the drawing displacement y component (mostly used for tweening)
 * 
 * @param newDisplacement newValues for the displacement
 *
 */
 void IMElement::setDisplacementY( float newDisplacement ) {
    drawDisplacement.y() = newDisplacement;
 }

/*******************************************************************************************/
/**
 * @brief  Gets the drawing displacement (mostly used for tweening)
 * 
 * @returns Displacement vector
 *
 */
 vec2 IMElement::getDisplacement( vec2 newDisplacement ) {
    return drawDisplacement;
 }

/*******************************************************************************************/
/**
 * @brief  Gets the drawing displacement x component (mostly used for tweening)
 * 
 * @returns Displacement value
 *
 */
 float IMElement::getDisplacementX() {
    return drawDisplacement.x();
 }

/*******************************************************************************************/
/**
 * @brief  Gets the drawing displacement y component (mostly used for tweening)
 * 
 * @returns Displacement value
 *
 */
 float IMElement::getDisplacementY() {
    return drawDisplacement.y();
 }

/*******************************************************************************************/
/**
 * @brief  Sets the default size
 * 
 * @param newDefault the new default size  
 *
 */
void IMElement::setDefaultSize( vec2 newDefault ) {

    defaultSize = newDefault;

}

/*******************************************************************************************/
/**
 * @brief  Retrieves the default size
 * 
 * @returns 2d integer vector of the default size
 *
 */
 vec2 IMElement::getDefaultSize() {
    return defaultSize;
 }

/*******************************************************************************************/
/**
 * @brief  For container type classes - resize event, called internally
 * 
 */
 void IMElement::onChildResize( IMElement* child ) {
    // nothing to do in the base class
    child->Release();
 }

/*******************************************************************************************/
/**
 * @brief  For container type classes - resize event, called internally
 *
 */

 void IMElement::onParentResize() {
    // nothing to do in the base class
 }

/*******************************************************************************************/
/**
 * @brief  Sets the size of the region (not including padding)
 * 
 * @param _size 2d size vector (-1 element implies undefined - or use UNDEFINEDSIZE)
 *
 */
void IMElement::setSize( const vec2 _size ) {
    
    vec2 oldSize = size;

    size = _size;

    size.x() += paddingL + paddingR;
    size.y() += paddingU + paddingD;

    // make sure the size has actually changed
    if( size.x() != oldSize.x() || size.y() != oldSize.y() ) {
        // Signal that something has changed
        onRelayout();
    }

}

/*******************************************************************************************/
/**
 * @brief  Sets the x dimension of a region
 * 
 * @param x x dimension size (-1 implies undefined - or use UNDEFINEDSIZE)
 *
 */
void IMElement::setSizeX( const float x ) {
    setSize( vec2( x, size.y() ) );
}   

/*******************************************************************************************/
/**
 * @brief  Sets the y dimension of a region
 * 
 * @param y y dimension size (-1 implies undefined - or use UNDEFINEDSIZE)
 *
 */
void IMElement::setSizeY( const float y ) {
    setSize( vec2( size.x(), y ) );
}  

/*******************************************************************************************/
/**
 * @brief  Gets the size vector
 * 
 * @returns The size vector 
 *
 */
vec2 IMElement::getSize() {
    return size;
}

/*******************************************************************************************/
/**
 * @brief  Gets the size x component
 * 
 * @returns The x size
 *
 */
float IMElement::getSizeX() {
    return size.x();
}

/*******************************************************************************************/
/**
 * @brief  Gets the size y component
 * 
 * @returns The y size
 *
 */
float IMElement::getSizeY() {
    return size.y();
}


/*******************************************************************************************/
/**
 * @brief  Sends a message to the owning GUI
 * 
 * @param theMessage the message
 *
 */
 void IMElement::sendMessage( IMMessage* theMessage ) {
    if( owner != NULL  ) {
        // receiveMessage releases the message for us
        owner->receiveMessage( theMessage );
    } else {
        theMessage->Release();
    }
 }
 

/*******************************************************************************************/
/**
 * @brief  Finds an element by a given name
 * 
 * @param elementName the name of the element
 *
 * @returns handle to the element (NULL if not found)  
 *
 */
IMElement* IMElement::findElement( std::string const& elementName ) {
    // Check if this is the droid we're looking for
    if( name == elementName ) {
        AddRef();
        return this;
    }
    else {
        return NULL;
    }
}

/*******************************************************************************************/
/**
 * @brief  Remove all referenced object without releaseing references
 *
 */
void IMElement::clense() {
    owner = NULL;
    parent = NULL;
    
    updateBehaviors.clear();
    mouseOverBehaviors.clear();
    leftMouseClickBehaviors.clear();   
}

void IMElement::setPauseBehaviors( bool pause ) {
    pauseBehaviors = pause;
}

bool IMElement::isMouseOver() {
    return mouseOver;
}

void IMElement::setScriptMouseOver(bool mouseOver) {
    scriptMouseOver = mouseOver;
}

/*******************************************************************************************/
/**
 * @brief  Destructor
 *
 */
IMElement::~IMElement() {
	LOG_ASSERT(refCount == 0);
    for(auto & updateBehavior : updateBehaviors) {
        updateBehavior.second->Release();
    }
    updateBehaviors.clear();
    
    for(auto & mouseOverBehavior : mouseOverBehaviors) {
        mouseOverBehavior.second->Release();
    }
    mouseOverBehaviors.clear();
    
    for(auto & leftMouseClickBehavior : leftMouseClickBehaviors) {
        leftMouseClickBehavior.second->Release();
    }
    leftMouseClickBehaviors.clear();

    imevents.DeRegisterListener(this);
    imevents.TriggerDestroyed(this);
}

void IMElement::DestroyQueuedIMElements() {
    while (!IMElement::deletion_schedule.empty()) {
        IMElement* element = IMElement::deletion_schedule[0];
        if(element != nullptr) {
            delete element;
            element = nullptr;
        }

        IMElement::deletion_schedule.erase(IMElement::deletion_schedule.begin());
    }
}

void IMElement::DestroyedIMElement( IMElement* element ) {
    if( element == parent ) {
        parent = NULL;
    }     
}

void IMElement::DestroyedIMGUI( IMGUI* imgui) {
    if( owner == imgui ) {
        owner = NULL;
    }
}