// 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 "IGUIButton.h" #include "IGUISpriteBank.h" #include "ITexture.h" #include "SColor.h" namespace irr { namespace gui { class CGUIButton : public IGUIButton { public: //! constructor CGUIButton(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect rectangle, bool noclip = false); //! destructor virtual ~CGUIButton(); //! called if an event happened. bool OnEvent(const SEvent &event) override; //! draws the element and its children void draw() override; //! sets another skin independent font. if this is set to zero, the button uses the font of the skin. void setOverrideFont(IGUIFont *font = 0) override; //! Gets the override font (if any) IGUIFont *getOverrideFont() const override; //! Get the font which is used right now for drawing IGUIFont *getActiveFont() const override; //! Sets another color for the button text. void setOverrideColor(video::SColor color) override; //! Gets the override color video::SColor getOverrideColor(void) const override; //! Gets the currently used text color video::SColor getActiveColor() const override; //! Sets if the button text should use the override color or the color in the gui skin. void enableOverrideColor(bool enable) override; //! Checks if an override color is enabled bool isOverrideColorEnabled(void) const override; //! Sets an image which should be displayed on the button when it is in the given state. void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture *image = 0, const core::rect &sourceRect = core::rect(0, 0, 0, 0)) override; //! Sets an image which should be displayed on the button when it is in normal state. void setImage(video::ITexture *image = 0) override { setImage(EGBIS_IMAGE_UP, image); } //! Sets an image which should be displayed on the button when it is in normal state. void setImage(video::ITexture *image, const core::rect &pos) override { setImage(EGBIS_IMAGE_UP, image, pos); } //! Sets an image which should be displayed on the button when it is in pressed state. void setPressedImage(video::ITexture *image = 0) override { setImage(EGBIS_IMAGE_DOWN, image); } //! Sets an image which should be displayed on the button when it is in pressed state. void setPressedImage(video::ITexture *image, const core::rect &pos) override { setImage(EGBIS_IMAGE_DOWN, image, pos); } //! Sets the sprite bank used by the button void setSpriteBank(IGUISpriteBank *bank = 0) override; //! Sets the animated sprite for a specific button state /** \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 */ virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) override; //! Get the sprite-index for the given state or -1 when no sprite is set s32 getSpriteIndex(EGUI_BUTTON_STATE state) const override; //! Get the sprite color for the given state. Color is only used when a sprite is set. video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const override; //! Returns if the sprite in the given state does loop bool getSpriteLoop(EGUI_BUTTON_STATE state) const override; //! Returns if the sprite in the given state is scaled bool getSpriteScale(EGUI_BUTTON_STATE state) const override; //! 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. void setIsPushButton(bool isPushButton = true) override; //! Checks whether the button is a push button bool isPushButton() const override; //! Sets the pressed state of the button if this is a pushbutton void setPressed(bool pressed = true) override; //! Returns if the button is currently pressed bool isPressed() const override; //! Sets if the button should use the skin to draw its border void setDrawBorder(bool border = true) override; //! Checks if the button face and border are being drawn bool isDrawingBorder() const override; //! Sets if the alpha channel should be used for drawing images on the button (default is false) void setUseAlphaChannel(bool useAlphaChannel = true) override; //! Checks if the alpha channel should be used for drawing images on the button bool isAlphaChannelUsed() const override; //! Sets if the button should scale the button images to fit void setScaleImage(bool scaleImage = true) override; //! Checks whether the button scales the used images bool isScalingImage() const override; //! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event bool getClickShiftState() const override { return ClickShiftState; } //! Get if the control key was pressed in last EGET_BUTTON_CLICKED event bool getClickControlState() const override { return ClickControlState; } protected: void drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di ¢er); EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const; private: struct ButtonSprite { ButtonSprite() : Index(-1), Loop(false), Scale(false) { } bool operator==(const ButtonSprite &other) const { return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale; } s32 Index; video::SColor Color; bool Loop; bool Scale; }; ButtonSprite ButtonSprites[EGBS_COUNT]; IGUISpriteBank *SpriteBank; struct ButtonImage { ButtonImage() : Texture(0), SourceRect(core::rect(0, 0, 0, 0)) { } ButtonImage(const ButtonImage &other) : Texture(0), SourceRect(core::rect(0, 0, 0, 0)) { *this = other; } ~ButtonImage() { if (Texture) Texture->drop(); } ButtonImage &operator=(const ButtonImage &other) { if (this == &other) return *this; if (other.Texture) other.Texture->grab(); if (Texture) Texture->drop(); Texture = other.Texture; SourceRect = other.SourceRect; return *this; } bool operator==(const ButtonImage &other) const { return Texture == other.Texture && SourceRect == other.SourceRect; } video::ITexture *Texture; core::rect SourceRect; }; ButtonImage ButtonImages[EGBIS_COUNT]; IGUIFont *OverrideFont; bool OverrideColorEnabled; video::SColor OverrideColor; u32 ClickTime, HoverTime, FocusTime; bool ClickShiftState; bool ClickControlState; bool IsPushButton; bool Pressed; bool UseAlphaChannel; bool DrawBorder; bool ScaleImage; }; } // end namespace gui } // end namespace irr