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im_element.h « 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.h
//      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.
//
//-----------------------------------------------------------------------------
#pragma once

#include <GUI/IMUI/im_support.h>
#include <GUI/IMUI/imui_state.h>
#include <GUI/IMUI/im_message.h>
#include <GUI/IMUI/im_events.h>

#include <Scripting/angelscript/asmodule.h>

#include <map>
#include <string>


class IMElement; // Forward declaration

/*******************************************************************************************/
/**
 * @brief  Attachable behavior base class - called on update
 *
 */
struct IMUpdateBehavior {
    
    bool initialized;   // Has this update been run once?
    int refCount; // for AS reference counting

    /*******************************************************************************************/
    /**
     * @brief  Constructor
     * 
     * @param _name Name for this object (incumbent on the programmer to make sure they're unique)
     *
     */
    IMUpdateBehavior() :
        initialized(false),
        refCount(1)
    {
        IMrefCountTracker.addRefCountObject("UpdateBehavior");
    }

    /*******
     *  
     * Angelscript factory 
     *
     */
     static IMUpdateBehavior* ASFactory() {
        return new IMUpdateBehavior();
     }


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

    void Release()
    {
        // Decrease ref count and delete if it reaches 0
        if( --refCount == 0 ) {
            delete this;
        }
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called before the first update
     *
     * @param element The element attached to this behavior
     * @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
     *
     * @returns true if this behavior should continue next update, false otherwise
     *
     */
    virtual bool initialize( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        return true;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called on update
     *
     * @param element The element attached to this behavior
     * @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
     *
     * @returns true if this behavior should continue next update, false otherwise
     *
     */
    virtual bool update( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        return true;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the behavior ceases, whether by its own indicate or externally
     *
     * @param element The element attached to this behavior
     *
     */
    virtual void cleanUp( IMElement* element ) {
        
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Create a copy of this object (respecting inheritance)
     *
     */
    virtual IMUpdateBehavior* clone() {
        IMUpdateBehavior* c = new IMUpdateBehavior;
        return c;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Destructor
     *
     */
    virtual ~IMUpdateBehavior() {
        IMrefCountTracker.removeRefCountObject("UpdateBehavior");
    }
    
};

/*******************************************************************************************/
/**
 * @brief  Attachable behavior base class - called on mouse over
 *
 */
struct IMMouseOverBehavior {
    
    int refCount; // for AS reference counting

    /*******************************************************************************************/
    /**
     * @brief  Constructor
     * 
     */
    IMMouseOverBehavior() :
        refCount(1)
    {
        IMrefCountTracker.addRefCountObject("MouseOverBehavior");
    }


    /*******
     *  
     * Angelscript factory 
     *
     */
     static IMMouseOverBehavior* ASFactory() {
        return new IMMouseOverBehavior();
     }

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

    void Release()
    {
        // Decrease ref count and delete if it reaches 0
        if( --refCount == 0 ) {
            delete this;
        }
    }

    /*******************************************************************************************/
    /**
     * @brief  Called when the mouse enters the element
     *
     * @param element The element attached to this behavior
     * @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
     *
     */
    virtual void onStart( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the mouse is still over the element
     *
     * @param element The element attached to this behavior
     * @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
     *
     */
    virtual void onContinue( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the mouse leaves the element
     *
     * @param element The element attached to this behavior
     * @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
     *
     * @return true if this behavior should be retained, false otherwise
     *
     */
    virtual bool onFinish( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        return true;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the behavior ceases, whether by its own indicate or externally
     *
     * @param element The element attached to this behavior
     *
     */
    virtual void cleanUp( IMElement* element ) {
        
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Create a copy of this object (respecting inheritance)
     *
     */
    virtual IMMouseOverBehavior* clone() {
        IMMouseOverBehavior* c = new IMMouseOverBehavior;
        return c;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Destructor
     *
     */
    virtual ~IMMouseOverBehavior() {
        IMrefCountTracker.removeRefCountObject("MouseOverBehavior");
    }

    
};

/*******************************************************************************************/
/**
 * @brief  Attachable behavior base class - called on mouse down
 *
 */
struct IMMouseClickBehavior {
    
    int refCount; // for AS reference counting

    /*******************************************************************************************/
    /**
     * @brief  Constructor
     * 
     */
    IMMouseClickBehavior() :
        refCount(1)
    {
        IMrefCountTracker.addRefCountObject("MouseClickBehavior");
    }

    /*******
     *  
     * Angelscript factory 
     *
     */
     static IMUpdateBehavior* ASFactory() {
        return new IMUpdateBehavior();
     }

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

    void Release() {
        // Decrease ref count and delete if it reaches 0
        if( --refCount == 0 ) {
            delete this;
        }
    }

    /*******************************************************************************************/
    /**
     * @brief  Called when the mouse button is pressed on element
     *
     * @param element The element attached to this behavior
     * @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
     *
     * @return true if this behavior should be retained, false otherwise
     *
     */
    virtual bool onDown( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        return true;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the mouse button continues to be pressed on an element
     *
     * @param element The element attached to this behavior
     * @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
     *
     * @return true if this behavior should be retained, false otherwise
     *
     */
    virtual bool onStillDown( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        return true;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the mouse button is released on element
     *
     * @param element The element attached to this behavior
     * @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
     *
     * @return true if this behavior should be retained, false otherwise
     *
     */
    virtual bool onUp( IMElement* element, uint64_t delta, vec2 drawOffset, GUIState& guistate ) {
        return true;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Called when the behavior ceases, whether by its own indicate or externally
     *
     * @param element The element attached to this behavior
     *
     */
    virtual void cleanUp( IMElement* element ) {
        
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Create a copy of this object (respecting inheritance)
     *
     */
    virtual IMMouseClickBehavior* clone() {
        IMMouseClickBehavior* c = new IMMouseClickBehavior;
        return c;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Destructor
     *
     */
    virtual ~IMMouseClickBehavior()
    {
        IMrefCountTracker.removeRefCountObject("MouseClickBehavior");
    }
    
};

struct ControllerItem {
	IMMessage* message;
	IMMessage* messageOnSelect;
	IMMessage* messageLeft;
	IMMessage* messageRight;
	IMMessage* messageUp;
	IMMessage* messageDown;
	bool execute_on_select;
	bool skip_show_border;

    int refCount;

    ControllerItem()
        : refCount(1)
        , message(NULL)
        , messageOnSelect(NULL)
        , messageLeft(NULL)
        , messageRight(NULL)
        , messageUp(NULL)
        , messageDown(NULL)
        , skip_show_border(false)
        , execute_on_select(false)
    {
        IMrefCountTracker.addRefCountObject("CItem");
    }

    ~ControllerItem()
    {
        IMrefCountTracker.removeRefCountObject("CItem");
        if(message) {
            message->Release();
        }
        if(messageOnSelect) {
            messageOnSelect->Release();
        }
        if(messageLeft) {
            messageLeft->Release();
        }
        if(messageRight) {
            messageRight->Release();
        }
        if(messageUp) {
            messageUp->Release();
        }
        if(messageDown) {
            messageDown->Release();
        }
    }

    static ControllerItem* ASFactory() {
        return new ControllerItem();
    }

    void AddRef()
    {
        refCount++;
    }

    void Release()
    {
        if(--refCount == 0) {
            delete this;
        }
    }

    void setMessage(IMMessage* message)
    {
        if(this->message) {
            this->message->Release();
        }
        this->message = message;
    }
    void setMessageOnSelect(IMMessage* message)
    {
        if(this->messageOnSelect) {
            this->messageOnSelect->Release();
        }
        this->messageOnSelect = message;
    }
    void setMessages(IMMessage* message, IMMessage* messageOnSelect, IMMessage* messageLeft, IMMessage* messageRight, IMMessage* messageUp, IMMessage* messageDown)
    {
        if(message) {
            if(this->message) {
                this->message->Release();
            }
            this->message = message;
        }
        if(messageOnSelect) {
            if(this->messageOnSelect) {
                this->messageOnSelect->Release();
            }
            this->messageOnSelect = messageOnSelect;
        }
        if(messageLeft) {
            if(this->messageLeft) {
                this->messageLeft->Release();
            }
            this->messageLeft = messageLeft;
        }
        if(messageRight) {
            if(this->messageRight) {
                this->messageRight->Release();
            }
            this->messageRight = messageRight;
        }
        if(messageUp) {
            if(this->messageUp) {
                this->messageUp->Release();
            }
            this->messageUp = messageUp;
        }
        if(messageDown) {
            if(this->messageDown) {
                this->messageDown->Release();
            }
            this->messageDown = messageDown;
        }
    }

    IMMessage* getMessage() { if(message) message->AddRef(); return message; }
    IMMessage* getMessageOnSelect() { if(messageOnSelect) messageOnSelect->AddRef(); return messageOnSelect; }
    IMMessage* getMessageLeft() { if(messageLeft) messageLeft->AddRef(); return messageLeft; }
    IMMessage* getMessageRight() { if(messageRight) messageRight->AddRef(); return messageRight; }
    IMMessage* getMessageUp() { if(messageUp) messageUp->AddRef(); return messageUp; }
    IMMessage* getMessageDown() { if(messageDown) messageDown->AddRef(); return messageDown; }

    bool isActive() { return message || messageOnSelect || messageLeft || messageRight || messageUp || messageDown; }
};

class IMGUI; // Forward declaration

class IMElement : public IMEventListener {

public:
    vec2 size;             // dimensions of the actual region (GUI space)
    vec2 defaultSize;      // What size (if any) should this element become once 'reset'
    vec2 drawDisplacement; // Is this element being drawn somewhere other than where it 'lives' (mostly for tweening)
	vec2 lastDrawOffset;
    float paddingU;           // (minimum) Padding between the element and the upper boundary
    float paddingD;           // (minimum) Padding between the element and the lower boundary
    float paddingL;           // (minimum) Padding between the element and the left boundary
    float paddingR;           // (minimum) Padding between the element and the right boundary

    ControllerItem controllerItem;

    int zOrdering;      // At what point in the rendering process does this get drawn in

    std::string name;   // name to refer to this object by -- incumbent on the programmer to make sure they're unique
    
    IMElement* parent;    // NULL if 'root'
    IMGUI* owner;       // what GUI owns this element

    int numBehaviors;   // Counter for unique behavior names

    typedef std::map<std::string, IMUpdateBehavior*> UBMap;
    typedef std::map<std::string, IMMouseOverBehavior*> MOBMap;
    typedef std::map<std::string, IMMouseClickBehavior*> MCBMap;
    
    UBMap updateBehaviors;          // update behaviors
    MOBMap mouseOverBehaviors;      // mouse over behaviors
    MCBMap leftMouseClickBehaviors; // mouse up behaviors

    bool show;              // should this element be rendered?
    bool shouldClip;        // should this element be included in container clipping?
    vec4 color;             // if this element is colored, what color is it? -- other elements may define further colors
    vec4 effectColor;       // if the color is temp
    bool isColorEffected;   // is there a temporary color change?
    bool border;            // should this element have a border?
    float borderSize;         // how thick is this border (in GUI space pixels)
    vec4 borderColor;       // color for the border 

    bool mouseOver;         // has mouse been over this element
	bool mouse_clicking;

    bool mouseDownForChildren; // Should this pass on mouse down to all its children
    bool mouseOverForChildren; // Should this pass on mouse over to all its children

    int refCount; // for AS reference counting
    static std::vector<IMElement*> deletion_schedule;

    bool pauseBehaviors; // Don't update any behaviors (mouse exit will still be called to avoid breakage)
    bool scriptMouseOver;
    
    /*******************************************************************************************/
    /**
     * @brief  Constructor
     * 
     * @param _name Name for this object (incumbent on the programmer to make sure they're unique)
     *
     */
    IMElement( std::string const& _name = "" );
    
    /*******
     *
     * Angelscript memory management boilerplate
     *
     */
    void AddRef();
    void Release();
    
    int getRefCount() { return refCount; }
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the name of the type of this element — for autonaming and debugging
     * 
     * @returns name of the element type as a string
     *
     */
    virtual std::string getElementTypeName();
    
    /*******************************************************************************************/
    /**
     * @brief  Set’s this element’s parent (and does nessesary logic)
     *  
     * @param _parent New parent
     *
     */
    virtual void setOwnerParent( IMGUI* _owner, IMElement* _parent );
    
    /*******************************************************************************************/
    /**
     * @brief  Set the color for the element
     *  
     * @param _color 4 component vector for the color
     *
     */
    virtual void setColor( vec4 _color );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the current color
     * 
     * If the color is effected, it'll return the effected color
     *
     * @returns 4 component vector of the color
     *
     */
    virtual vec4 getColor();

    /*******************************************************************************************/
    /**
     * @brief  Gets the current color -- ignoring the effect color
     *
     * @returns 4 component vector of the color
     *
     */
    virtual vec4 getBaseColor();
    
    /*******************************************************************************************/
    /**
     * @brief  Set the effect color for the element
     *  
     * @param _color 4 component vector for the color
     *
     */
    virtual void setEffectColor( vec4 _color );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the effect current color
     * 
     * @returns 4 component vector of the color
     *
     */
    virtual vec4 getEffectColor();
    
    /*******************************************************************************************/
    /**
     * @brief Clears any effect color (reseting to the base)
     *
     */
    virtual void clearColorEffect();

    /*******************************************************************************************/
    /**
     * @brief  Sets the red value
     * 
     * @param value Color value  
     *
     */
    virtual void setR( float value );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the red value
     * 
     * @returns Color value
     *
     */
    virtual float getR();

    /*******************************************************************************************/
    /**
     * @brief Sets the green value
     * 
     * @param value Color value  
     *
     */
    virtual void setG( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the green value
     * 
     * @returns Color value
     *
     */
    virtual float getG();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the blue value
     * 
     * @param value Color value  
     *
     */
    virtual void setB( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the blue value
     * 
     * @returns Color value
     *
     */
    virtual float getB();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the alpha value
     * 
     * @param value Color value  
     *
     */
    virtual void setAlpha( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the alpha value
     * 
     * @returns Color value
     *
     */
    virtual float getAlpha();
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the effect red value
     * 
     * @param value Color value  
     *
     */
    virtual void setEffectR( float value );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the effect red value
     * 
     * @returns Color value
     *
     */
    virtual float getEffectR();
    
    /*******************************************************************************************/
    /**
     * @brief  Clear effect red value
     * 
     */
    virtual void clearEffectR();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the effect green value
     * 
     * @param value Color value  
     *
     */
    virtual void setEffectG( float value );

    /*******************************************************************************************/
    /**
     * @brief Gets the effect green value
     * 
     * @returns Color value
     *
     */
    virtual float getEffectG();
    
    /*******************************************************************************************/
    /**
     * @brief  Clear effect green value
     * 
     */
    virtual void clearEffectG();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the blue value
     * 
     * @param value Color value  
     *
     */
    virtual void setEffectB( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the blue value
     * 
     * @returns Color value
     *
     */
    virtual float getEffectB();
    
    /*******************************************************************************************/
    /**
     * @brief  Clear effect blue value
     * 
     */
    virtual void clearEffectB();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the alpha value
     * 
     * @param value Color value  
     *
     */
    virtual void setEffectAlpha( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the alpha value
     * 
     * @returns Color value
     *
     */
    virtual float getEffectAlpha();
    
    /*******************************************************************************************/
    /**
     * @brief  Clear effect alpha value
     * 
     */
    virtual void clearEffectAlpha();

    /*******************************************************************************************/
    /**
     * @brief  Should this element have a border
     *  
     * @param _border Show this border or not
     *
     */
    virtual void showBorder( bool _border = true );
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the border thickness
     * 
     * @param thickness Thickness of the border in GUI space pixels 
     *
     */
    virtual void setBorderSize( float _borderSize );
    
    /*******************************************************************************************/
    /**
     * @brief  Set the color for the border
     *  
     * @param _color 4 component vector for the color
     *
     */
    virtual void setBorderColor( vec4 _color );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the current border color
     * 
     * @returns 4 component vector of the color
     *
     */
    virtual vec4 getBorderColor();
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the border red value
     * 
     * @param value Color value  
     *
     */
    virtual void setBorderR( float value );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the border red value
     * 
     * @returns Color value
     *
     */
    virtual float getBorderR();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the border green value
     * 
     * @param value Color value  
     *
     */
    virtual void setBorderG( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the border green value
     * 
     * @returns Color value
     *
     */
    virtual float getBorderG();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the border blue value
     * 
     * @param value Color value  
     *
     */
    virtual void setBorderB( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the border blue value
     * 
     * @returns Color value
     *
     */
    virtual float getBorderB();
    
    /*******************************************************************************************/
    /**
     * @brief Sets the border alpha value
     * 
     * @param value Color value  
     *
     */
    virtual void setBorderAlpha( float value );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the border alpha value
     * 
     * @returns Color value
     *
     */
    virtual float getBorderAlpha();

    /*******************************************************************************************/
    /**
     * @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)
     *
     */
    virtual void setZOrdering( int z );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the z ordering (order of drawing - higher is drawing on top of lower)
     * 
     * @returns current Z ordering value
     *
     */
    virtual int getZOrdering();
    
    /*******************************************************************************************/
    /**
     * @brief  Set the z ordering of this element to be higher than the given element
     *  
     * @param element Element to be below this one
     *
     */
    virtual void renderAbove( IMElement* element );
    
    /*******************************************************************************************/
    /**
     * @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
     *
     */
    virtual void renderBelow( IMElement* element );

    /*******************************************************************************************/
    /**
     * @brief  Show or hide this element
     *  
     * @param _show Show this element or not
     *
     */
    virtual void setVisible( bool _show );
    
    /*******************************************************************************************/
    /**
     * @brief Should this element be including in the container clipping?
     *  
     * @param _clip Clip this element or not
     *
     */
    virtual void setClip( bool _clip );

    /*******************************************************************************************/
    /**
     * @brief  Rather counter-intuitively, this draws 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
     *
     */
    virtual void render( vec2 drawOffset, vec2 currentClipPos, vec2 currentClipSize );
	
	/*******************************************************************************************/
    /**
     * @brief  Get the element position on screen.
     *
     */
	virtual vec2 getScreenPosition();
    
    /*******************************************************************************************/
    /**
     * @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
     *
     */
    virtual bool pointInElement( vec2 drawOffset, vec2 point );
    
    /*******************************************************************************************/
    /**
     * @brief  Add an update behavior
     *  
     * @param behavior Handle to behavior in question
     * @param behaviorName name to identify the behavior
     *
     */
    virtual void addUpdateBehavior( IMUpdateBehavior* behavior, std::string const& behaviorName = "" );
    
    /*******************************************************************************************/
    /**
     * @brief  Removes a named update behavior
     * 
     * @param behaviorName name to identify the behavior
     *
     * @returns true if there was a behavior to remove, false otherwise
     *
     */
    virtual bool removeUpdateBehavior( std::string const& behaviorName );
    
    /*******************************************************************************************/
    /**
     * @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
     *
     */
    virtual bool hasUpdateBehavior(std::string const& behaviorName);
    
    /*******************************************************************************************/
    /**
     * @brief  Clear update behaviors
     *
     */
    virtual void clearUpdateBehaviors();
    
    /*******************************************************************************************/
    /**
     * @brief  Add a mouse over behavior
     *  
     * @param behavior Handle to behavior in question
     * @param behaviorName name to identify the behavior
     *
     */
    virtual void addMouseOverBehavior( IMMouseOverBehavior* behavior, std::string const& behaviorName = "" );
    
    /*******************************************************************************************/
    /**
     * @brief  Removes a named update behavior
     * 
     * @param behaviorName name to identify the behavior
     *
     * @returns true if there was a behavior to remove, false otherwise
     *
     */
    virtual bool removeMouseOverBehavior( std::string const& behaviorName );
    
    /*******************************************************************************************/
    /**
     * @brief  Clear mouse over behaviors
     *
     */
    virtual void clearMouseOverBehaviors();
    
    /*******************************************************************************************/
    /**
     * @brief  Add a click behavior
     *  
     * @param behavior Handle to behavior in question
     * @param behaviorName name to identify the behavior
     *
     */
    virtual void addLeftMouseClickBehavior( IMMouseClickBehavior* behavior, std::string const& behaviorName = "" );
    
    /*******************************************************************************************/
    /**
     * @brief  Removes a named click behavior
     * 
     * @param behaviorName name to identify the behavior
     *
     * @returns true if there was a behavior to remove, false otherwise
     *
     */
    virtual bool removeLeftMouseClickBehavior( std::string const& behaviorName );
    
    /*******************************************************************************************/
    /**
     * @brief  Clear mouse over behaviors
     *
     */
    virtual void clearLeftMouseClickBehaviors();
    
    /*******************************************************************************************/
    /**
     * @brief  Should mouse down apply to this elements children?
     *
     * @param send true if should (default)
     *
     */
    void sendMouseDownToChildren( bool send = true ) {
        mouseDownForChildren = send;
    }
    
    /*******************************************************************************************/
    /**
     * @brief  Should mouse over apply to this elements children?
     *
     * @param true if should (default)
     *
     */
    void sendMouseOverToChildren( bool send = true  ) {
        mouseOverForChildren = send;
    }
    
    /*******************************************************************************************/
    /**
     * @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
     *
     */
    virtual void update( uint64_t delta, vec2 drawOffset, GUIState& guistate );
    
    /*******************************************************************************************/
    /**
     * @brief  When this element is resized, moved, etc propagate this signal upwards
     * 
     */
    virtual void onRelayout();
    
    /*******************************************************************************************/
    /**
     * @brief  When this element has an error, propagate it upwards
     * 
     * @param newError Error message
     *
     */
    virtual void onError( std::string const& newError );
    
    /*******************************************************************************************/
    /**
     * @brief  When a resize, move, etc has happened do whatever is necessary
     * 
     */
    virtual void doRelayout();
    
    /*******************************************************************************************/
    /**
     * @brief  Do whatever is necessary when the resolution changes
     *
     */
    virtual void doScreenResize();
    
    /*******************************************************************************************/
    /**
     * @brief Set the name of this element
     * 
     * @param _name New name (incumbent on the programmer to make sure they're unique)
     *
     */
    virtual void setName( std::string const& _name );
    
    /*******************************************************************************************/
    /**
     * @brief Gets the name of this element
     * 
     * @returns name of this element
     *
     */
    virtual std::string getName();
    
    /*******************************************************************************************/
    /**
     * @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  
     *
     */
    virtual void setPadding( float U, float D, float L, float R);
    
    /*******************************************************************************************/
    /**
     * @brief  Set the padding above the element
     *
     * @param paddingSize The number of pixels (in GUI space) for the padding
     *
     */
    virtual void setPaddingU( float paddingSize );
    
    /*******************************************************************************************/
    /**
     * @brief  Set the padding below the element
     *
     * @param paddingSize The number of pixels (in GUI space) for the padding
     *
     */
    virtual void setPaddingD( float paddingSize );
    
    /*******************************************************************************************/
    /**
     * @brief  Set the padding to the left of the element
     *
     * @param paddingSize The number of pixels (in GUI space) for the padding
     *
     */
    virtual void setPaddingL( float paddingSize );
    
    /*******************************************************************************************/
    /**
     * @brief  Set the padding to the right of the element
     *
     * @param paddingSize The number of pixels (in GUI space) for the padding
     *
     */
    virtual void setPaddingR( float paddingSize );
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the drawing displacement (mostly used for tweening)
     * 
     * @param newDisplacement newValues for the displacement
     *
     */
    virtual void setDisplacement( vec2 newDisplacement = vec2(0,0) );
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the drawing displacement x component (mostly used for tweening)
     * 
     * @param newDisplacement newValues for the displacement
     *
     */
    virtual void setDisplacementX( float newDisplacement = 0 );
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the drawing displacement y component (mostly used for tweening)
     * 
     * @param newDisplacement newValues for the displacement
     *
     */
    virtual void setDisplacementY( float newDisplacement = 0 );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the drawing displacement (mostly used for tweening)
     * 
     * @returns Displacement vector
     *
     */
    virtual vec2 getDisplacement( vec2 newDisplacement = vec2(0,0) );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the drawing displacement x component (mostly used for tweening)
     * 
     * @returns Displacement value
     *
     */
    virtual float getDisplacementX();
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the drawing displacement y component (mostly used for tweening)
     * 
     * @returns Displacement value
     *
     */
    virtual float getDisplacementY();
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the default size
     * 
     * @param newDefault the new default size  
     *
     */
    virtual void setDefaultSize( vec2 newDefault );
    
    /*******************************************************************************************/
    /**
     * @brief  Retrieves the default size
     * 
     * @returns 2d integer vector of the default size
     *
     */
    virtual vec2 getDefaultSize();
    
    /*******************************************************************************************/
    /**
     * @brief  For container type classes - resize event, called internally
     * 
     */
    virtual void onChildResize( IMElement* child );
    
    /*******************************************************************************************/
    /**
     * @brief  For container type classes - resize event, called internally
     *
     */
    virtual void onParentResize();
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the size of the region (not including padding)
     * 
     * @param _size 2d size vector (-1 element implies undefined - or use UNDEFINEDSIZE)
     *
     */
    virtual void setSize( const vec2 _size );
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the x dimension of a region
     * 
     * @param x x dimension size (-1 implies undefined - or use UNDEFINEDSIZE)
     *
     */
    virtual void setSizeX( const float x );
    
    /*******************************************************************************************/
    /**
     * @brief  Sets the y dimension of a region
     * 
     * @param y y dimension size (-1 implies undefined - or use UNDEFINEDSIZE)
     *
     */
    virtual void setSizeY( const float y );
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the size vector
     * 
     * @returns The size vector 
     *
     */
    virtual vec2 getSize();
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the size x component
     * 
     * @returns The x size
     *
     */
    virtual float getSizeX();
    
    /*******************************************************************************************/
    /**
     * @brief  Gets the size y component
     * 
     * @returns The y size
     *
     */
    virtual float getSizeY();

    /*******************************************************************************************/
    /**
     * @brief  Sends a message to the owning GUI
     * 
     * @param theMessage the message
     *
     */
    virtual void sendMessage( IMMessage* theMessage );
    
    /*******************************************************************************************/
    /**
     * @brief  Finds an element by a given name
     * 
     * @param elementName the name of the element
     *
     * @returns handle to the element (NULL if not found)  
     *
     */
    virtual IMElement* findElement( std::string const& elementName );

    IMElement* getParent () const { if(parent) parent->AddRef(); return parent; }
    
    /*******************************************************************************************/
    /**
     * @brief  Remove all referenced object without releaseing references
     *
     */
    virtual void clense();

    virtual void setPauseBehaviors( bool pause );

    bool isMouseOver();
    void setScriptMouseOver(bool mouseOver);
    
    /*******************************************************************************************/
    /**
     * @brief  Destructor
     *
     */
    virtual ~IMElement();

    static void DestroyQueuedIMElements();
    void DestroyedIMElement( IMElement* element ) override;
    void DestroyedIMGUI( IMGUI* imgui ) override;
};