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+// objects.h - Base classes for object manager of GUI
+
+#ifndef _OBJECTS_HEADER
+#define _OBJECTS_HEADER
+
+#include "rapidxml.hpp"
+#include <vector>
+#include <string>
+#include <map>
+
+extern "C" {
+#include "../minzip/Zip.h"
+}
+
+using namespace rapidxml;
+
+#include "../data.hpp"
+#include "resources.hpp"
+#include "pages.hpp"
+
+class RenderObject
+{
+public:
+ enum Placement {
+ TOP_LEFT = 0,
+ TOP_RIGHT = 1,
+ BOTTOM_LEFT = 2,
+ BOTTOM_RIGHT = 3,
+ CENTER = 4,
+ CENTER_X_ONLY = 5,
+ };
+
+public:
+ RenderObject() { mRenderX = 0; mRenderY = 0; mRenderW = 0; mRenderH = 0; mPlacement = TOP_LEFT; }
+ virtual ~RenderObject() {}
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void) = 0;
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void) { return 0; }
+
+ // GetRenderPos - Returns the current position of the object
+ virtual int GetRenderPos(int& x, int& y, int& w, int& h) { x = mRenderX; y = mRenderY; w = mRenderW; h = mRenderH; return 0; }
+
+ // SetRenderPos - Update the position of the object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0) { mRenderX = x; mRenderY = y; if (w || h) { mRenderW = w; mRenderH = h; } return 0; }
+
+ // GetPlacement - Returns the current placement
+ virtual int GetPlacement(Placement& placement) { placement = mPlacement; return 0; }
+
+ // SetPlacement - Update the current placement
+ virtual int SetPlacement(Placement placement) { mPlacement = placement; return 0; }
+
+ // SetPageFocus - Notify when a page gains or loses focus
+ virtual void SetPageFocus(int inFocus) { return; }
+
+protected:
+ int mRenderX, mRenderY, mRenderW, mRenderH;
+ Placement mPlacement;
+};
+
+class ActionObject
+{
+public:
+ ActionObject() { mActionX = 0; mActionY = 0; mActionW = 0; mActionH = 0; }
+ virtual ~ActionObject() {}
+
+public:
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y) { return 0; }
+
+ // NotifyKey - Notify of a key press
+ // Return 0 on success (and consume key), >0 to pass key to next handler, and <0 on error
+ virtual int NotifyKey(int key) { return 1; }
+
+ // GetRenderPos - Returns the current position of the object
+ virtual int GetActionPos(int& x, int& y, int& w, int& h) { x = mActionX; y = mActionY; w = mActionW; h = mActionH; return 0; }
+
+ // SetRenderPos - Update the position of the object
+ // Return 0 on success, <0 on error
+ virtual int SetActionPos(int x, int y, int w = 0, int h = 0);
+
+ // IsInRegion - Checks if the request is handled by this object
+ // Return 0 if this object handles the request, 1 if not
+ virtual int IsInRegion(int x, int y) { return ((x < mActionX || x > mActionX + mActionW || y < mActionY || y > mActionY + mActionH) ? 0 : 1); }
+
+ // NotifyVarChange - Notify of a variable change
+ // Returns 0 on success, <0 on error
+ virtual int NotifyVarChange(std::string varName, std::string value) { return 0; }
+
+protected:
+ int mActionX, mActionY, mActionW, mActionH;
+};
+
+class Conditional
+{
+public:
+ Conditional(xml_node<>* node);
+
+public:
+ bool IsConditionVariable(std::string var);
+ bool isConditionTrue();
+ bool isConditionValid();
+ void NotifyPageSet();
+
+protected:
+ class Condition
+ {
+ public:
+ std::string mVar1;
+ std::string mVar2;
+ std::string mCompareOp;
+ std::string mLastVal;
+ };
+
+ std::vector<Condition> mConditions;
+
+protected:
+ bool isMounted(std::string vol);
+ bool isConditionTrue(Condition* condition);
+
+};
+
+class InputObject
+{
+public:
+ InputObject() { HasInputFocus = 0; }
+ virtual ~InputObject() {}
+
+public:
+ // NotifyKeyboard - Notify of keyboard input
+ // Return 0 on success (and consume key), >0 to pass key to next handler, and <0 on error
+ virtual int NotifyKeyboard(int key) { return 1; }
+
+ virtual int SetInputFocus(int focus) { HasInputFocus = focus; return 1; }
+
+protected:
+ int HasInputFocus;
+};
+
+// Derived Objects
+// GUIText - Used for static text
+class GUIText : public RenderObject, public ActionObject, public Conditional
+
+{
+public:
+ // w and h may be ignored, in which case, no bounding box is applied
+ GUIText(xml_node<>* node);
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // Retrieve the size of the current string (dynamic strings may change per call)
+ virtual int GetCurrentBounds(int& w, int& h);
+
+ // Notify of a variable change
+ virtual int NotifyVarChange(std::string varName, std::string value);
+
+ // Set maximum width in pixels
+ virtual int SetMaxWidth(unsigned width);
+
+ // Set number of characters to skip (for scrolling)
+ virtual int SkipCharCount(unsigned skip);
+
+protected:
+ std::string mText;
+ std::string mLastValue;
+ COLOR mColor;
+ Resource* mFont;
+ int mIsStatic;
+ int mVarChanged;
+ int mFontHeight;
+ unsigned maxWidth;
+ unsigned charSkip;
+
+protected:
+ std::string parseText(void);
+};
+
+// GUIImage - Used for static image
+class GUIImage : public RenderObject
+{
+public:
+ GUIImage(xml_node<>* node);
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // SetRenderPos - Update the position of the object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+protected:
+ Resource* mImage;
+};
+
+// GUIFill - Used for fill colors
+class GUIFill : public RenderObject
+{
+public:
+ GUIFill(xml_node<>* node);
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+protected:
+ COLOR mColor;
+};
+
+// GUIAction - Used for standard actions
+class GUIAction : public ActionObject, public Conditional
+{
+public:
+ GUIAction(xml_node<>* node);
+
+public:
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+ virtual int NotifyKey(int key);
+ virtual int NotifyVarChange(std::string varName, std::string value);
+ virtual int doActions();
+
+protected:
+ class Action
+ {
+ public:
+ std::string mFunction;
+ std::string mArg;
+ };
+
+ std::vector<Action> mActions;
+ int mKey;
+
+protected:
+ int getKeyByName(std::string key);
+ virtual int doAction(Action action, int isThreaded = 0);
+ static void* thread_start(void *cookie);
+ void simulate_progress_bar(void);
+ int flash_zip(std::string filename, std::string pageName, const int simulate);
+ void operation_start(const string operation_name);
+ void operation_end(const int operation_status, const int simulate);
+ static void* command_thread(void *cookie);
+};
+
+class GUIConsole : public RenderObject, public ActionObject
+{
+public:
+ GUIConsole(xml_node<>* node);
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // SetRenderPos - Update the position of the object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+ // IsInRegion - Checks if the request is handled by this object
+ // Return 0 if this object handles the request, 1 if not
+ virtual int IsInRegion(int x, int y);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error (Return error to allow other handlers)
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+protected:
+ enum SlideoutState
+ {
+ hidden = 0,
+ visible,
+ request_hide,
+ request_show
+ };
+ Resource* mFont;
+ Resource* mSlideoutImage;
+ COLOR mForegroundColor;
+ COLOR mBackgroundColor;
+ COLOR mScrollColor;
+ unsigned int mFontHeight;
+ int mCurrentLine;
+ unsigned int mLastCount;
+ unsigned int mMaxRows;
+ int mStartY;
+ int mSlideoutX, mSlideoutY, mSlideoutW, mSlideoutH;
+ int mSlideinX, mSlideinY, mSlideinW, mSlideinH;
+ int mConsoleX, mConsoleY, mConsoleW, mConsoleH;
+ int mLastTouchX, mLastTouchY;
+ int mSlideMultiplier;
+ int mSlideout;
+ SlideoutState mSlideoutState;
+
+protected:
+ virtual int RenderSlideout(void);
+ virtual int RenderConsole(void);
+
+};
+
+class GUIButton : public RenderObject, public ActionObject, public Conditional
+{
+public:
+ GUIButton(xml_node<>* node);
+ virtual ~GUIButton();
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // SetPos - Update the position of the render object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+protected:
+ GUIImage* mButtonImg;
+ Resource* mButtonIcon;
+ GUIText* mButtonLabel;
+ GUIAction* mAction;
+ int mTextX, mTextY, mTextW, mTextH;
+ int mIconX, mIconY, mIconW, mIconH;
+ bool mRendered;
+};
+
+class GUICheckbox: public RenderObject, public ActionObject, public Conditional
+{
+public:
+ GUICheckbox(xml_node<>* node);
+ virtual ~GUICheckbox();
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // SetPos - Update the position of the render object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+protected:
+ Resource* mChecked;
+ Resource* mUnchecked;
+ GUIText* mLabel;
+ int mTextX, mTextY;
+ int mCheckX, mCheckY, mCheckW, mCheckH;
+ int mLastState;
+ bool mRendered;
+ std::string mVarName;
+};
+
+class GUIFileSelector : public RenderObject, public ActionObject
+{
+public:
+ GUIFileSelector(xml_node<>* node);
+ virtual ~GUIFileSelector();
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+ // NotifyVarChange - Notify of a variable change
+ virtual int NotifyVarChange(std::string varName, std::string value);
+
+ // SetPos - Update the position of the render object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+ // SetPageFocus - Notify when a page gains or loses focus
+ virtual void SetPageFocus(int inFocus);
+
+protected:
+ struct FileData {
+ std::string fileName;
+ unsigned char fileType; // Uses d_type format from struct dirent
+ mode_t protection; // Uses mode_t format from stat
+ uid_t userId;
+ gid_t groupId;
+ off_t fileSize;
+ time_t lastAccess; // Uses time_t format from stat
+ time_t lastModified; // Uses time_t format from stat
+ time_t lastStatChange; // Uses time_t format from stat
+ };
+
+protected:
+ virtual int GetSelection(int x, int y);
+
+ virtual int GetFileList(const std::string folder);
+ static bool fileSort(FileData d1, FileData d2);
+
+protected:
+ std::vector<FileData> mFolderList;
+ std::vector<FileData> mFileList;
+ std::string mPathVar;
+ std::string mExtn;
+ std::string mVariable;
+ std::string mSortVariable;
+ std::string mSelection;
+ std::string mHeaderText;
+ std::string mLastValue;
+ int actualLineHeight;
+ int mStart;
+ int mLineSpacing;
+ int mSeparatorH;
+ int mHeaderSeparatorH;
+ int mShowFolders, mShowFiles, mShowNavFolders;
+ int mUpdate;
+ int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH;
+ int mHeaderH;
+ static int mSortOrder;
+ int startY;
+ int scrollingSpeed;
+ int scrollingY;
+ int mHeaderIsStatic;
+ int touchDebounce;
+ unsigned mFontHeight;
+ unsigned mLineHeight;
+ int mIconWidth, mIconHeight, mFolderIconHeight, mFileIconHeight, mFolderIconWidth, mFileIconWidth, mHeaderIconHeight, mHeaderIconWidth;
+ Resource* mHeaderIcon;
+ Resource* mFolderIcon;
+ Resource* mFileIcon;
+ Resource* mBackground;
+ Resource* mFont;
+ COLOR mBackgroundColor;
+ COLOR mFontColor;
+ COLOR mHeaderBackgroundColor;
+ COLOR mHeaderFontColor;
+ COLOR mSeparatorColor;
+ COLOR mHeaderSeparatorColor;
+};
+
+class GUIListBox : public RenderObject, public ActionObject
+{
+public:
+ GUIListBox(xml_node<>* node);
+ virtual ~GUIListBox();
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+ // NotifyVarChange - Notify of a variable change
+ virtual int NotifyVarChange(std::string varName, std::string value);
+
+ // SetPos - Update the position of the render object
+ // Return 0 on success, <0 on error
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+ // SetPageFocus - Notify when a page gains or loses focus
+ virtual void SetPageFocus(int inFocus);
+
+protected:
+ struct ListData {
+ std::string displayName;
+ std::string variableValue;
+ unsigned int selected;
+ };
+
+protected:
+ virtual int GetSelection(int x, int y);
+
+protected:
+ std::vector<ListData> mList;
+ std::string mVariable;
+ std::string mSelection;
+ std::string currentValue;
+ int mStart;
+ int mLineSpacing;
+ int mUpdate;
+ int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH;
+ static int mSortOrder;
+ unsigned mFontHeight;
+ unsigned mLineHeight;
+ int mIconWidth, mIconHeight;
+ Resource* mIconSelected;
+ Resource* mIconUnselected;
+ Resource* mBackground;
+ Resource* mFont;
+ COLOR mBackgroundColor;
+ COLOR mFontColor;
+};
+
+// GUIAnimation - Used for animations
+class GUIAnimation : public RenderObject
+{
+public:
+ GUIAnimation(xml_node<>* node);
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+protected:
+ AnimationResource* mAnimation;
+ int mFrame;
+ int mFPS;
+ int mLoop;
+ int mRender;
+ int mUpdateCount;
+};
+
+class GUIProgressBar : public RenderObject, public ActionObject
+{
+public:
+ GUIProgressBar(xml_node<>* node);
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // NotifyVarChange - Notify of a variable change
+ // Returns 0 on success, <0 on error
+ virtual int NotifyVarChange(std::string varName, std::string value);
+
+protected:
+ Resource* mEmptyBar;
+ Resource* mFullBar;
+ std::string mMinValVar;
+ std::string mMaxValVar;
+ std::string mCurValVar;
+ float mSlide;
+ float mSlideInc;
+ int mSlideFrames;
+ int mLastPos;
+
+protected:
+ virtual int RenderInternal(void); // Does the actual render
+
+};
+
+class GUISlider : public RenderObject, public ActionObject
+{
+public:
+ GUISlider(xml_node<>* node);
+ virtual ~GUISlider();
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+protected:
+ GUIAction* sAction;
+ Resource* sSlider;
+ Resource* sSliderUsed;
+ Resource* sTouch;
+ int sTouchW, sTouchH;
+ int sCurTouchX;
+ int sUpdate;
+};
+
+#define MAX_KEYBOARD_LAYOUTS 5
+#define MAX_KEYBOARD_ROWS 9
+#define MAX_KEYBOARD_KEYS 20
+#define KEYBOARD_ACTION 253
+#define KEYBOARD_LAYOUT 254
+#define KEYBOARD_SWIPE_LEFT 252
+#define KEYBOARD_SWIPE_RIGHT 251
+#define KEYBOARD_ARROW_LEFT 250
+#define KEYBOARD_ARROW_RIGHT 249
+#define KEYBOARD_HOME 248
+#define KEYBOARD_END 247
+#define KEYBOARD_ARROW_UP 246
+#define KEYBOARD_ARROW_DOWN 245
+#define KEYBOARD_SPECIAL_KEYS 245
+#define KEYBOARD_BACKSPACE 8
+
+class GUIKeyboard : public RenderObject, public ActionObject, public Conditional
+{
+public:
+ GUIKeyboard(xml_node<>* node);
+ virtual ~GUIKeyboard();
+
+public:
+ virtual int Render(void);
+ virtual int Update(void);
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+ virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
+
+protected:
+ virtual int GetSelection(int x, int y);
+
+protected:
+ struct keyboard_key_class
+ {
+ unsigned char key;
+ unsigned char longpresskey;
+ unsigned int end_x;
+ unsigned int layout;
+ };
+
+ Resource* keyboardImg[MAX_KEYBOARD_LAYOUTS];
+ struct keyboard_key_class keyboard_keys[MAX_KEYBOARD_LAYOUTS][MAX_KEYBOARD_ROWS][MAX_KEYBOARD_KEYS];
+ bool mRendered;
+ std::string mVariable;
+ unsigned int cursorLocation;
+ unsigned int currentLayout;
+ unsigned int row_heights[MAX_KEYBOARD_LAYOUTS][MAX_KEYBOARD_ROWS];
+ unsigned int KeyboardWidth, KeyboardHeight;
+ GUIAction* mAction;
+};
+
+// GUIInput - Used for keyboard input
+class GUIInput : public RenderObject, public ActionObject, public Conditional, public InputObject
+{
+public:
+ // w and h may be ignored, in which case, no bounding box is applied
+ GUIInput(xml_node<>* node);
+ virtual ~GUIInput();
+
+public:
+ // Render - Render the full object to the GL surface
+ // Return 0 on success, <0 on error
+ virtual int Render(void);
+
+ // Update - Update any UI component animations (called <= 30 FPS)
+ // Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
+ virtual int Update(void);
+
+ // Notify of a variable change
+ virtual int NotifyVarChange(std::string varName, std::string value);
+
+ // NotifyTouch - Notify of a touch event
+ // Return 0 on success, >0 to ignore remainder of touch, and <0 on error
+ virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
+
+ virtual int NotifyKeyboard(int key);
+
+protected:
+ virtual int GetSelection(int x, int y);
+
+ // Handles displaying the text properly when chars are added, deleted, or for scrolling
+ virtual int HandleTextLocation(int x);
+
+protected:
+ GUIText* mInputText;
+ GUIAction* mAction;
+ Resource* mBackground;
+ Resource* mCursor;
+ Resource* mFont;
+ std::string mText;
+ std::string mLastValue;
+ std::string mVariable;
+ std::string mMask;
+ std::string mMaskVariable;
+ COLOR mBackgroundColor;
+ COLOR mCursorColor;
+ int scrollingX;
+ int lastX;
+ int mCursorLocation;
+ int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH;
+ int mFontY;
+ unsigned skipChars;
+ unsigned mFontHeight;
+ unsigned CursorWidth;
+ bool mRendered;
+ bool HasMask;
+ bool DrawCursor;
+ bool isLocalChange;
+ bool HasAllowed;
+ bool HasDisabled;
+ std::string AllowedList;
+ std::string DisabledList;
+ unsigned MinLen;
+ unsigned MaxLen;
+};
+
+class HardwareKeyboard
+{
+public:
+ HardwareKeyboard(void);
+ virtual ~HardwareKeyboard();
+
+public:
+ virtual int KeyDown(int key_code);
+ virtual int KeyUp(int key_code);
+ virtual int KeyRepeat(void);
+};
+
+// Helper APIs
+bool LoadPlacement(xml_node<>* node, int* x, int* y, int* w = NULL, int* h = NULL, RenderObject::Placement* placement = NULL);
+
+#endif // _OBJECTS_HEADER
+