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