shaders/shaderscreen/orshaderscreen_layout.h

shaders/shaderscreen/orshaderscreen_layout.h
#ifndef __ORSHADERSCREEN_LAYOUT_H__
#define __ORSHADERSCREEN_LAYOUT_H__
/***************************************************************************************
Autodesk(R) Open Reality(R) Samples
(C) 2009 Autodesk, Inc. and/or its licensors
All rights reserved.
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either you personally, if you acquire the Software for yourself, or the company
or other legal entity for which you are acquiring the software.
AUTODESK, INC., MAKES NO WARRANTY, EITHER EXPRESS OR IMPLIED, INCLUDING BUT
NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
PURPOSE REGARDING THESE MATERIALS, AND MAKES SUCH MATERIALS AVAILABLE SOLELY ON AN
"AS-IS" BASIS.
IN NO EVENT SHALL AUTODESK, INC., BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL,
INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE
OR USE OF THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILITY TO AUTODESK, INC.,
REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE
MATERIALS DESCRIBED HEREIN.
Autodesk, Inc., reserves the right to revise and improve its products as it sees fit.
Autodesk and Open Reality are registered trademarks or trademarks of Autodesk, Inc.,
in the U.S.A. and/or other countries. All other brand names, product names, or
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GOVERNMENT USE
Use, duplication, or disclosure by the U.S. Government is subject to restrictions as
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Manufacturer is Autodesk, Inc., 10 Duke Street, Montreal, Quebec, Canada, H3C 2L7.
***************************************************************************************/
//--- SDK include
#include <fbsdk/fbsdk.h>
#ifndef ORSDK_DLL
#define ORSDK_DLL K_DLLIMPORT
#endif
//--- Class declaration
#include "orshaderscreen_shader.h"
class ORSDK_DLL ORShaderScreenLayout : public FBShaderLayout
{
//--- FiLMBOX declaration.
FBShaderLayoutDeclare( ORShaderScreenLayout, FBShaderLayout );
public:
//--- FiLMBOX Creation/Destruction.
virtual bool FBCreate();
virtual void FBDestroy();
private:
// UI Management
void UICreate ();
void UIConfigure();
void UIReset ();
void UIRefresh ();
// UI Callbacks
void EventIdle ( HISender pSender, HKEvent pEvent );
// Color property 1
void EventColor1Change ( HISender pSender, HKEvent pEvent );
void EventAnimateColor1 ( HISender pSender, HKEvent pEvent );
void EventKeyColor1 ( HISender pSender, HKEvent pEvent );
// Color property 1
void EventColor2Change ( HISender pSender, HKEvent pEvent );
void EventAnimateColor2 ( HISender pSender, HKEvent pEvent );
void EventKeyColor2 ( HISender pSender, HKEvent pEvent );
// Intensity property
void EventIntensityChange ( HISender pSender, HKEvent pEvent );
void EventAnimateIntensity ( HISender pSender, HKEvent pEvent );
void EventKeyIntensity ( HISender pSender, HKEvent pEvent );
// Color operation
void EventColorOpChange ( HISender pSender, HKEvent pEvent );
private:
// UI Elements
FBLabel mLabelColor1; // Items for color property 1
FBEditColor mColor1;
FBButton mButtonAnimateColor1;
FBButton mButtonKeyColor1;
FBLabel mLabelColor2; // Items for color property 2
FBEditColor mColor2;
FBButton mButtonAnimateColor2;
FBButton mButtonKeyColor2;
FBLabel mLabelIntensity; // Items for intensity property
FBEditNumber mIntensity;
FBButton mButtonAnimateIntensity;
FBButton mButtonKeyIntensity;
FBLabel mLabelColorOp; // Color op
FBList mColorOp;
private:
// UI Elements
ORShaderScreen* mShader;
};
#endif /* __ORSHADERSCREEN_LAYOUT_H__ */