git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6172 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			269 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #ifndef __I_GUI_BUTTON_H_INCLUDED__
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| #define __I_GUI_BUTTON_H_INCLUDED__
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| 
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| #include "IGUIElement.h"
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| 
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| namespace irr
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| {
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| 
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| namespace video
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| {
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| 	class ITexture;
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| } // end namespace video
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| 
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| namespace gui
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| {
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| 	class IGUIFont;
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| 	class IGUISpriteBank;
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| 
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| 	//! Current state of buttons used for drawing sprites.
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| 	//! Note that up to 3 states can be active at the same time:
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| 	//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
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| 	//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
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| 	//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
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| 	enum EGUI_BUTTON_STATE
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| 	{
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| 		//! The button is not pressed.
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| 		EGBS_BUTTON_UP=0,
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| 		//! The button is currently pressed down.
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| 		EGBS_BUTTON_DOWN,
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| 		//! The mouse cursor is over the button
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| 		EGBS_BUTTON_MOUSE_OVER,
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| 		//! The mouse cursor is not over the button
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| 		EGBS_BUTTON_MOUSE_OFF,
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| 		//! The button has the focus
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| 		EGBS_BUTTON_FOCUSED,
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| 		//! The button doesn't have the focus
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| 		EGBS_BUTTON_NOT_FOCUSED,
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| 		//! The button is disabled All other states are ignored in that case.
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| 		EGBS_BUTTON_DISABLED,
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| 		//! not used, counts the number of enumerated items
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| 		EGBS_COUNT
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| 	};
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| 
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| 	//! Names for gui button state icons
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| 	const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
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| 	{
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| 		"buttonUp",
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| 		"buttonDown",
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| 		"buttonMouseOver",
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| 		"buttonMouseOff",
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| 		"buttonFocused",
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| 		"buttonNotFocused",
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| 		"buttonDisabled",
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| 		0	// count
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| 	};
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| 
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| 	//! State of buttons used for drawing texture images.
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| 	//! Note that only a single state is active at a time
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| 	//! Also when no image is defined for a state it will use images from another state
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| 	//! and if that state is not set from the replacement for that,etc.
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| 	//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
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| 	enum EGUI_BUTTON_IMAGE_STATE
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| 	{
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| 		//! When no other states have images they will all use this one.
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| 		EGBIS_IMAGE_UP,
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| 		//! When not set EGBIS_IMAGE_UP is used.
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| 		EGBIS_IMAGE_UP_MOUSEOVER,
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| 		//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
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| 		EGBIS_IMAGE_UP_FOCUSED,
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| 		//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
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| 		EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
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| 		//! When not set EGBIS_IMAGE_UP is used.
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| 		EGBIS_IMAGE_DOWN,
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| 		//! When not set EGBIS_IMAGE_DOWN is used.
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| 		EGBIS_IMAGE_DOWN_MOUSEOVER,
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| 		//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
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| 		EGBIS_IMAGE_DOWN_FOCUSED,
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| 		//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
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| 		EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
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| 		//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
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| 		EGBIS_IMAGE_DISABLED,
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| 		//! not used, counts the number of enumerated items
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| 		EGBIS_COUNT
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| 	};
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| 
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| 	//! Names for gui button image states
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| 	const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
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| 	{
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| 		"Image",	// not "ImageUp" as it otherwise breaks serialization of old files
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| 		"ImageUpOver",
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| 		"ImageUpFocused",
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| 		"ImageUpFocusedOver",
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| 		"PressedImage",	// not "ImageDown" as it otherwise breaks serialization of old files
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| 		"ImageDownOver",
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| 		"ImageDownFocused",
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| 		"ImageDownFocusedOver",
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| 		"ImageDisabled",
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| 		0	// count
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| 	};
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| 
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| 	//! GUI Button interface.
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| 	/** \par This element can create the following events of type EGUI_EVENT_TYPE:
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| 	\li EGET_BUTTON_CLICKED
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| 	*/
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| 	class IGUIButton : public IGUIElement
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| 	{
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| 	public:
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| 
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| 		//! constructor
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| 		IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
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| 			: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
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| 
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| 		//! Sets another skin independent font.
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| 		/** If this is set to zero, the button uses the font of the skin.
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| 		\param font: New font to set. */
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| 		virtual void setOverrideFont(IGUIFont* font=0) = 0;
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| 
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| 		//! Gets the override font (if any)
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| 		/** \return The override font (may be 0) */
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| 		virtual IGUIFont* getOverrideFont(void) const = 0;
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| 
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| 		//! Get the font which is used right now for drawing
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| 		/** Currently this is the override font when one is set and the
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| 		font of the active skin otherwise */
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| 		virtual IGUIFont* getActiveFont() const = 0;
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| 
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| 		//! Sets another color for the button text.
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| 		/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
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| 		You don't need to call enableOverrideColor(true), that's done by this function.
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| 		If you want the the color of the skin back, call enableOverrideColor(false);
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| 		\param color: New color of the text. */
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| 		virtual void setOverrideColor(video::SColor color) = 0;
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| 
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| 		//! Gets the override color
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| 		/** \return: The override color */
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| 		virtual video::SColor getOverrideColor(void) const = 0;
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| 
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| 		//! Gets the currently used text color
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| 		/** Either a skin-color for the current state or the override color */
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| 		virtual video::SColor getActiveColor() const = 0;
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| 
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| 		//! Sets if the button text should use the override color or the color in the gui skin.
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| 		/** \param enable: If set to true, the override color, which can be set
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| 		with IGUIStaticText::setOverrideColor is used, otherwise the
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| 		EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
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| 		virtual void enableOverrideColor(bool enable) = 0;
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| 
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| 		//! Checks if an override color is enabled
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| 		/** \return true if the override color is enabled, false otherwise */
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| 		virtual bool isOverrideColorEnabled(void) const = 0;
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| 
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| 		//! Sets an image which should be displayed on the button when it is in the given state.
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| 		/** Only one image-state can be active at a time. Images are drawn below sprites.
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| 		If a state is without image it will try to use images from other states as described
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| 		in ::EGUI_BUTTON_IMAGE_STATE.
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| 		Images are a little less flexible than sprites, but easier to use.
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| 		\param state: One of ::EGUI_BUTTON_IMAGE_STATE
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| 		\param image: Image to be displayed or NULL to remove the image
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| 		\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
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| 		virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
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| 
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| 		//! Sets an image which should be displayed on the button when it is in normal state.
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| 		/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
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| 		\param image: Image to be displayed */
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| 		virtual void setImage(video::ITexture* image=0) = 0;
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| 
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| 		//! Sets a background image for the button when it is in normal state.
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| 		/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
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| 		\param image: Texture containing the image to be displayed
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| 		\param sourceRect: Position in the texture, where the image is located.
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| 		When width or height are 0 then the full texture-size is used */
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| 		virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
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| 
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| 		//! Sets a background image for the button when it is in pressed state.
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| 		/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
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| 		If no images is specified for the pressed state via
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| 		setPressedImage(), this image is also drawn in pressed state.
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| 		\param image: Image to be displayed */
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| 		virtual void setPressedImage(video::ITexture* image=0) = 0;
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| 
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| 		//! Sets an image which should be displayed on the button when it is in pressed state.
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| 		/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
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| 		\param image: Texture containing the image to be displayed
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| 		\param sourceRect: Position in the texture, where the image is located */
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| 		virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
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| 
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| 
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| 		//! Sets the sprite bank used by the button
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| 		/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
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| 		Which means after loading the gui you still have to set the spritebank manually. */
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| 		virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
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| 
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| 		//! Sets the animated sprite for a specific button state
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| 		/** Several sprites can be drawn at the same time.
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| 		Sprites can be animated.
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| 		Sprites are drawn above the images.
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| 		\param index: Number of the sprite within the sprite bank, use -1 for no sprite
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| 		\param state: State of the button to set the sprite for
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| 		\param index: The sprite number from the current sprite bank
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| 		\param color: The color of the sprite
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| 		\param loop: True if the animation should loop, false if not
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| 		\param scale: True if the sprite should scale to button size, false if not	*/
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| 		virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
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| 				video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
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| 
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| 		//! Get the sprite-index for the given state or -1 when no sprite is set
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| 		virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
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| 
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| 		//! Get the sprite color for the given state. Color is only used when a sprite is set.
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| 		virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
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| 
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| 		//! Returns if the sprite in the given state does loop
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| 		virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
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| 
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| 		//! Returns if the sprite in the given state is scaled
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| 		virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
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| 
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| 		//! Sets if the button should behave like a push button.
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| 		/** Which means it can be in two states: Normal or Pressed. With a click on the button,
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| 		the user can change the state of the button. */
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| 		virtual void setIsPushButton(bool isPushButton=true) = 0;
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| 
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| 		//! Sets the pressed state of the button if this is a pushbutton
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| 		virtual void setPressed(bool pressed=true) = 0;
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| 
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| 		//! Returns if the button is currently pressed
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| 		virtual bool isPressed() const = 0;
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| 
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| 		//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
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| 		virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
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| 
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| 		//! Returns if the alpha channel should be used for drawing background images on the button
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| 		virtual bool isAlphaChannelUsed() const = 0;
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| 
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| 		//! Returns whether the button is a push button
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| 		virtual bool isPushButton() const = 0;
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| 
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| 		//! Sets if the button should use the skin to draw its border and button face (default is true)
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| 		virtual void setDrawBorder(bool border=true) = 0;
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| 
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| 		//! Returns if the border and button face are being drawn using the skin
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| 		virtual bool isDrawingBorder() const = 0;
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| 
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| 		//! Sets if the button should scale the button images to fit
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| 		virtual void setScaleImage(bool scaleImage=true) = 0;
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| 
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| 		//! Checks whether the button scales the used images
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| 		virtual bool isScalingImage() const = 0;
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| 
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| 		//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
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| 		/** Generated together with event, so info is available in the event-receiver.	*/
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| 		virtual bool getClickShiftState() const	= 0;
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| 
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| 		//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
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| 		/** Generated together with event, so info is available in the event-receiver.	*/
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| 		virtual bool getClickControlState() const = 0;
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| 	};
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| 
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| 
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| } // end namespace gui
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| } // end namespace irr
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| 
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| #endif
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| 
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