#pragma once #include #include "cObject.h" //movemodes #define _MOVE_RELATIVE 0 #define _MOVE_ABSOLUTE 1 using namespace std; //class cObject; //Circular dependency break (Bad practice. I Know.) class cObjectHandler { public: cObjectHandler(cRender *_render); int createObject(cObject *_object); //Adds _object to managed objects vector //returns Identifier for newly created vector int moveObject(int _object, sPos _pos, int _mode); //Alters position of _object by _pos either relative to old position or Absolute //Depending on selected _mode (_MOVE_RELATIVE / _MOVE_ABSOLUTE). int destroyObject(int _object); //removes _object from vector after deleting it int write(); //writes all objects in objects[] to render buffer int clickEvent(sPos _pos, unsigned int _button); //Calls onClick of cObject at _pos, focuses Object //returns 0 if successfull, 1 if Object is empty int charEvent(unsigned char _c); //Calls onChar of active cObject, default 0 //returns 0 if successfull, 1 if focused Object is empty void focusNext(); //Focuses next Object void focus(unsigned int _id); //Focuses specific Object private: void buildHitmap(); vector objects; vector< vector > iHitMap; cRender *render; unsigned long int iActiveObject; };