Ported all instances, now the hard part
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52
src/source/DataModelV3/Gui/BaseButtonInstance.cpp
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52
src/source/DataModelV3/Gui/BaseButtonInstance.cpp
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#include "DataModelV3/Gui/BaseButtonInstance.h"
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using namespace B3D;
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BaseButtonInstance::BaseButtonInstance(void)
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{
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Instance::Instance();
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actionCode = 0;
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}
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void BaseButtonInstance::render(RenderDevice* rd)
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{
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//TODO make mouse a member of datamodel
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//Vector2 pos = Vector2(g_usableApp->mouse.x,g_usableApp->mouse.y);
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//drawObj(rd, pos, g_usableApp->mouse.isMouseDown());
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Instance::render(rd);
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}
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BaseButtonInstance::~BaseButtonInstance(void)
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{
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}
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void BaseButtonInstance::setActionCode(int actionCode)
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{
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this->actionCode = actionCode;
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}
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void BaseButtonInstance::drawObj(RenderDevice* rd, Vector2 mousePos, bool mouseDown){}
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bool BaseButtonInstance::mouseInButton(float mousex, float mousey, RenderDevice* rd){return false;}
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void BaseButtonInstance::onMouseClick()
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{
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// if(listener != NULL)
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// {
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// listener->onButton1MouseClick(this);
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// }
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}
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bool BaseButtonInstance::mouseInArea(float point1x, float point1y, float point2x, float point2y, float mousex, float mousey)
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{
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if(mousex >= point1x && mousey >= point1y)
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{
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if(mousex < point2x && mousey < point2y)
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{
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return true;
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}
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}
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return false;
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}
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