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#pragma once
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#include <dtEntity/component.h>
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#include <dtEntity/entity.h>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntityOSG/nodecomponent.h>
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#include <osg/AutoTransform>
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#include <dtEntity/dynamicproperty.h>
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#include <dtEntityOSG/transformcomponent.h>
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namespace VCtrl
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{
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class TextComponent final : public dtEntityOSG::TransformComponent
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{
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public:
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static const dtEntity::StringId TYPE;
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static const dtEntity::StringId PathId;
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TextComponent();
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dtEntity::ComponentType GetType() const override { return TYPE; }
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virtual bool IsInstanceOf(dtEntity::ComponentType id) const
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{
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return ((id == TYPE));
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}
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std::string GetText() const;
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void SetText(const std::string& text);
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std::string GetDisText() const;
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void SetDisText(const std::string& text);
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osg::Vec4 GetColor() const { return mColor; }
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void SetColor(const osg::Vec4&);
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dtEntity::Vec3d GetTranslation() const override;
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void SetTranslation(const dtEntity::Vec3d&) override;
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dtEntity::Vec3d GetScale() const override;
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void SetScale(const dtEntity::Vec3d&) override;
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dtEntity::Quat GetRotation() const override;
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void SetRotation(const dtEntity::Quat&) override;
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bool GetShowSelection() const;
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void SetShowSelection(bool v);
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void SetVisible(bool v);
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bool GetVisible() const { return mVisible; }
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private:
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void Rebuild();
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dtEntity::DynamicStringProperty mPath;
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std::string mText;
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std::string mDisText;
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osg::Vec4 mColor;
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bool mSelected = false;
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bool mVisible = false;
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};
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///////////////////////////////////////////////
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// iterates over MovementComponents and updates the translation of the entity
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// after applying forces
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class TextSystem final
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: public dtEntity::DefaultEntitySystem<TextComponent>
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{
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public:
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explicit TextSystem(dtEntity::EntityManager& em);
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};
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}
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