add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
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69
examples/ThirdPartyLibs/Gwen/Controls/MenuItem.h
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69
examples/ThirdPartyLibs/Gwen/Controls/MenuItem.h
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/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#pragma once
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#ifndef GWEN_CONTROLS_MENUITEM_H
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#define GWEN_CONTROLS_MENUITEM_H
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#include "Gwen/BaseRender.h"
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#include "Gwen/Controls/Base.h"
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#include "Gwen/Controls/Button.h"
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#include "Gwen/Controls/Menu.h"
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#include "Gwen/Controls/Symbol.h"
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namespace Gwen
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{
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namespace Controls
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{
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class Menu;
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class GWEN_EXPORT MenuItem : public Button
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{
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public:
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GWEN_CONTROL( MenuItem, Button );
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virtual ~MenuItem();
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virtual void Render( Skin::Base* skin );
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virtual void Layout( Skin::Base* skin );
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virtual void OnPress();
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Menu* GetMenu();
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bool IsMenuOpen();
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void OpenMenu();
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void CloseMenu();
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void ToggleMenu();
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void SetOnStrip( bool b ){ m_bOnStrip = b;}
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bool OnStrip(){ return m_bOnStrip; }
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virtual void SetCheckable( bool bCheck ) { m_bCheckable = bCheck; }
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virtual void SetCheck( bool bCheck );
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virtual bool GetChecked() { return m_bChecked; }
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Gwen::Event::Caller onMenuItemSelected;
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Gwen::Event::Caller onChecked;
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Gwen::Event::Caller onUnChecked;
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Gwen::Event::Caller onCheckChange;
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private:
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Menu* m_Menu;
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bool m_bOnStrip;
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bool m_bCheckable;
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bool m_bChecked;
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Symbol::Arrow * m_SubmenuArrow;
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};
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}
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}
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#endif
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