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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75
examples/ThirdPartyLibs/Gwen/Controls/NumericUpDown.h
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75
examples/ThirdPartyLibs/Gwen/Controls/NumericUpDown.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_NUMERICUPDOWN_H
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#define GWEN_CONTROLS_NUMERICUPDOWN_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/TextBox.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 GWEN_EXPORT NumericUpDownButton_Up : public Button
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{
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GWEN_CONTROL_INLINE( NumericUpDownButton_Up, Button ){}
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virtual void Render( Skin::Base* skin )
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{
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skin->DrawNumericUpDownButton( this, m_bDepressed, true );
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}
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};
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class GWEN_EXPORT NumericUpDownButton_Down : public Button
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{
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GWEN_CONTROL_INLINE( NumericUpDownButton_Down, Button ){}
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virtual void Render( Skin::Base* skin )
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{
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skin->DrawNumericUpDownButton( this, m_bDepressed, false );
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}
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};
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class GWEN_EXPORT NumericUpDown : public TextBoxNumeric
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{
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public:
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GWEN_CONTROL( NumericUpDown, TextBoxNumeric );
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virtual void SetMin( int i );
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virtual void SetMax( int i );
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virtual void SetValue( int i );
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Event::Caller onChanged;
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private:
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virtual void OnEnter();
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virtual void OnChange();
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virtual void OnTextChanged();
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virtual void OnButtonUp( Base* control );
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virtual void OnButtonDown( Base* control );
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virtual bool OnKeyUp( bool bDown ) { if ( bDown ) OnButtonUp( NULL ); return true; }
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virtual bool OnKeyDown( bool bDown ){ if ( bDown ) OnButtonDown( NULL ); return true; }
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virtual void SyncTextFromNumber();
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virtual void SyncNumberFromText();
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int m_iNumber;
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int m_iMax;
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int m_iMin;
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};
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}
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}
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#endif
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