irrlicht/src/CGUIButton.cpp

501 lines
13 KiB
C++

// 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
#include "CGUIButton.h"
#include "IGUISkin.h"
#include "IGUIEnvironment.h"
#include "IVideoDriver.h"
#include "IGUIFont.h"
#include "os.h"
namespace irr
{
namespace gui
{
//! constructor
CGUIButton::CGUIButton(IGUIEnvironment *environment, IGUIElement *parent,
s32 id, core::rect<s32> rectangle, bool noclip) :
IGUIButton(environment, parent, id, rectangle),
SpriteBank(0), OverrideFont(0),
OverrideColorEnabled(false), OverrideColor(video::SColor(101, 255, 255, 255)),
ClickTime(0), HoverTime(0), FocusTime(0),
ClickShiftState(false), ClickControlState(false),
IsPushButton(false), Pressed(false),
UseAlphaChannel(false), DrawBorder(true), ScaleImage(false)
{
#ifdef _DEBUG
setDebugName("CGUIButton");
#endif
setNotClipped(noclip);
// This element can be tabbed.
setTabStop(true);
setTabOrder(-1);
}
//! destructor
CGUIButton::~CGUIButton()
{
if (OverrideFont)
OverrideFont->drop();
if (SpriteBank)
SpriteBank->drop();
}
//! Sets if the images should be scaled to fit the button
void CGUIButton::setScaleImage(bool scaleImage)
{
ScaleImage = scaleImage;
}
//! Returns whether the button scale the used images
bool CGUIButton::isScalingImage() const
{
return ScaleImage;
}
//! Sets if the button should use the skin to draw its border
void CGUIButton::setDrawBorder(bool border)
{
DrawBorder = border;
}
void CGUIButton::setSpriteBank(IGUISpriteBank *sprites)
{
if (sprites)
sprites->grab();
if (SpriteBank)
SpriteBank->drop();
SpriteBank = sprites;
}
void CGUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
{
ButtonSprites[(u32)state].Index = index;
ButtonSprites[(u32)state].Color = color;
ButtonSprites[(u32)state].Loop = loop;
ButtonSprites[(u32)state].Scale = scale;
}
//! Get the sprite-index for the given state or -1 when no sprite is set
s32 CGUIButton::getSpriteIndex(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Index;
}
//! Get the sprite color for the given state. Color is only used when a sprite is set.
video::SColor CGUIButton::getSpriteColor(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Color;
}
//! Returns if the sprite in the given state does loop
bool CGUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Loop;
}
//! Returns if the sprite in the given state is scaled
bool CGUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Scale;
}
//! called if an event happened.
bool CGUIButton::OnEvent(const SEvent &event)
{
if (!isEnabled())
return IGUIElement::OnEvent(event);
switch (event.EventType) {
case EET_KEY_INPUT_EVENT:
if (event.KeyInput.PressedDown &&
(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE)) {
if (!IsPushButton)
setPressed(true);
else
setPressed(!Pressed);
return true;
}
if (Pressed && !IsPushButton && event.KeyInput.PressedDown && event.KeyInput.Key == KEY_ESCAPE) {
setPressed(false);
return true;
} else if (!event.KeyInput.PressedDown && Pressed &&
(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE)) {
if (!IsPushButton)
setPressed(false);
if (Parent) {
ClickShiftState = event.KeyInput.Shift;
ClickControlState = event.KeyInput.Control;
SEvent newEvent;
newEvent.EventType = EET_GUI_EVENT;
newEvent.GUIEvent.Caller = this;
newEvent.GUIEvent.Element = 0;
newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
Parent->OnEvent(newEvent);
}
return true;
}
break;
case EET_GUI_EVENT:
if (event.GUIEvent.Caller == this) {
if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST) {
if (!IsPushButton)
setPressed(false);
FocusTime = os::Timer::getTime();
} else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED) {
FocusTime = os::Timer::getTime();
} else if (event.GUIEvent.EventType == EGET_ELEMENT_HOVERED || event.GUIEvent.EventType == EGET_ELEMENT_LEFT) {
HoverTime = os::Timer::getTime();
}
}
break;
case EET_MOUSE_INPUT_EVENT:
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
if (!IsPushButton)
setPressed(true);
return true;
} else if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) {
bool wasPressed = Pressed;
if (!AbsoluteClippingRect.isPointInside(core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y))) {
if (!IsPushButton)
setPressed(false);
return true;
}
if (!IsPushButton)
setPressed(false);
else {
setPressed(!Pressed);
}
if ((!IsPushButton && wasPressed && Parent) ||
(IsPushButton && wasPressed != Pressed)) {
ClickShiftState = event.MouseInput.Shift;
ClickControlState = event.MouseInput.Control;
SEvent newEvent;
newEvent.EventType = EET_GUI_EVENT;
newEvent.GUIEvent.Caller = this;
newEvent.GUIEvent.Element = 0;
newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
Parent->OnEvent(newEvent);
}
return true;
}
break;
default:
break;
}
return Parent ? Parent->OnEvent(event) : false;
}
//! draws the element and its children
void CGUIButton::draw()
{
if (!IsVisible)
return;
IGUISkin *skin = Environment->getSkin();
video::IVideoDriver *driver = Environment->getVideoDriver();
if (DrawBorder) {
if (!Pressed) {
skin->draw3DButtonPaneStandard(this, AbsoluteRect, &AbsoluteClippingRect);
} else {
skin->draw3DButtonPanePressed(this, AbsoluteRect, &AbsoluteClippingRect);
}
}
const core::position2di buttonCenter(AbsoluteRect.getCenter());
EGUI_BUTTON_IMAGE_STATE imageState = getImageState(Pressed);
if (ButtonImages[(u32)imageState].Texture) {
core::position2d<s32> pos(buttonCenter);
core::rect<s32> sourceRect(ButtonImages[(u32)imageState].SourceRect);
if (sourceRect.getWidth() == 0 && sourceRect.getHeight() == 0)
sourceRect = core::rect<s32>(core::position2di(0, 0), ButtonImages[(u32)imageState].Texture->getOriginalSize());
pos.X -= sourceRect.getWidth() / 2;
pos.Y -= sourceRect.getHeight() / 2;
if (Pressed) {
// Create a pressed-down effect by moving the image when it looks identical to the unpressed state image
EGUI_BUTTON_IMAGE_STATE unpressedState = getImageState(false);
if (unpressedState == imageState || ButtonImages[(u32)imageState] == ButtonImages[(u32)unpressedState]) {
pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
}
}
driver->draw2DImage(ButtonImages[(u32)imageState].Texture,
ScaleImage ? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
sourceRect, &AbsoluteClippingRect,
0, UseAlphaChannel);
}
if (SpriteBank) {
core::position2di pos(buttonCenter);
if (Pressed) {
pos.X += skin->getSize(EGDS_BUTTON_PRESSED_SPRITE_OFFSET_X);
pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_SPRITE_OFFSET_Y);
}
if (isEnabled()) {
// pressed / unpressed animation
EGUI_BUTTON_STATE state = Pressed ? EGBS_BUTTON_DOWN : EGBS_BUTTON_UP;
drawSprite(state, ClickTime, pos);
// focused / unfocused animation
state = Environment->hasFocus(this) ? EGBS_BUTTON_FOCUSED : EGBS_BUTTON_NOT_FOCUSED;
drawSprite(state, FocusTime, pos);
// mouse over / off animation
state = Environment->getHovered() == this ? EGBS_BUTTON_MOUSE_OVER : EGBS_BUTTON_MOUSE_OFF;
drawSprite(state, HoverTime, pos);
} else {
// draw disabled
drawSprite(EGBS_BUTTON_DISABLED, 0, pos);
}
}
if (Text.size()) {
IGUIFont *font = getActiveFont();
core::rect<s32> rect = AbsoluteRect;
if (Pressed) {
rect.UpperLeftCorner.X += skin->getSize(EGDS_BUTTON_PRESSED_TEXT_OFFSET_X);
rect.UpperLeftCorner.Y += skin->getSize(EGDS_BUTTON_PRESSED_TEXT_OFFSET_Y);
}
if (font)
font->draw(Text.c_str(), rect,
getActiveColor(),
true, true, &AbsoluteClippingRect);
}
IGUIElement::draw();
}
void CGUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di &center)
{
u32 stateIdx = (u32)state;
if (ButtonSprites[stateIdx].Index != -1) {
if (ButtonSprites[stateIdx].Scale) {
const video::SColor colors[] = {ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color};
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect,
&AbsoluteClippingRect, colors,
os::Timer::getTime() - startTime, ButtonSprites[stateIdx].Loop);
} else {
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, os::Timer::getTime(),
ButtonSprites[stateIdx].Loop, true);
}
}
}
EGUI_BUTTON_IMAGE_STATE CGUIButton::getImageState(bool pressed) const
{
// figure state we should have
EGUI_BUTTON_IMAGE_STATE state = EGBIS_IMAGE_DISABLED;
bool focused = Environment->hasFocus(this);
bool mouseOver = static_cast<const IGUIElement *>(Environment->getHovered()) == this; // (static cast for Borland)
if (isEnabled()) {
if (pressed) {
if (focused && mouseOver)
state = EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER;
else if (focused)
state = EGBIS_IMAGE_DOWN_FOCUSED;
else if (mouseOver)
state = EGBIS_IMAGE_DOWN_MOUSEOVER;
else
state = EGBIS_IMAGE_DOWN;
} else // !pressed
{
if (focused && mouseOver)
state = EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER;
else if (focused)
state = EGBIS_IMAGE_UP_FOCUSED;
else if (mouseOver)
state = EGBIS_IMAGE_UP_MOUSEOVER;
else
state = EGBIS_IMAGE_UP;
}
}
// find a compatible state that has images
while (state != EGBIS_IMAGE_UP && !ButtonImages[(u32)state].Texture) {
switch (state) {
case EGBIS_IMAGE_UP_FOCUSED:
state = EGBIS_IMAGE_UP_MOUSEOVER;
break;
case EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER:
state = EGBIS_IMAGE_UP_FOCUSED;
break;
case EGBIS_IMAGE_DOWN_MOUSEOVER:
state = EGBIS_IMAGE_DOWN;
break;
case EGBIS_IMAGE_DOWN_FOCUSED:
state = EGBIS_IMAGE_DOWN_MOUSEOVER;
break;
case EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER:
state = EGBIS_IMAGE_DOWN_FOCUSED;
break;
case EGBIS_IMAGE_DISABLED:
if (pressed)
state = EGBIS_IMAGE_DOWN;
else
state = EGBIS_IMAGE_UP;
break;
default:
state = EGBIS_IMAGE_UP;
}
}
return state;
}
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
void CGUIButton::setOverrideFont(IGUIFont *font)
{
if (OverrideFont == font)
return;
if (OverrideFont)
OverrideFont->drop();
OverrideFont = font;
if (OverrideFont)
OverrideFont->grab();
}
//! Gets the override font (if any)
IGUIFont *CGUIButton::getOverrideFont() const
{
return OverrideFont;
}
//! Get the font which is used right now for drawing
IGUIFont *CGUIButton::getActiveFont() const
{
if (OverrideFont)
return OverrideFont;
IGUISkin *skin = Environment->getSkin();
if (skin)
return skin->getFont(EGDF_BUTTON);
return 0;
}
//! Sets another color for the text.
void CGUIButton::setOverrideColor(video::SColor color)
{
OverrideColor = color;
OverrideColorEnabled = true;
}
video::SColor CGUIButton::getOverrideColor() const
{
return OverrideColor;
}
irr::video::SColor CGUIButton::getActiveColor() const
{
if (OverrideColorEnabled)
return OverrideColor;
IGUISkin *skin = Environment->getSkin();
if (skin)
return OverrideColorEnabled ? OverrideColor : skin->getColor(isEnabled() ? EGDC_BUTTON_TEXT : EGDC_GRAY_TEXT);
return OverrideColor;
}
void CGUIButton::enableOverrideColor(bool enable)
{
OverrideColorEnabled = enable;
}
bool CGUIButton::isOverrideColorEnabled() const
{
return OverrideColorEnabled;
}
void CGUIButton::setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture *image, const core::rect<s32> &sourceRect)
{
if (state >= EGBIS_COUNT)
return;
if (image)
image->grab();
u32 stateIdx = (u32)state;
if (ButtonImages[stateIdx].Texture)
ButtonImages[stateIdx].Texture->drop();
ButtonImages[stateIdx].Texture = image;
ButtonImages[stateIdx].SourceRect = sourceRect;
}
//! 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 CGUIButton::setIsPushButton(bool isPushButton)
{
IsPushButton = isPushButton;
}
//! Returns if the button is currently pressed
bool CGUIButton::isPressed() const
{
return Pressed;
}
//! Sets the pressed state of the button if this is a pushbutton
void CGUIButton::setPressed(bool pressed)
{
if (Pressed != pressed) {
ClickTime = os::Timer::getTime();
Pressed = pressed;
}
}
//! Returns whether the button is a push button
bool CGUIButton::isPushButton() const
{
return IsPushButton;
}
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
void CGUIButton::setUseAlphaChannel(bool useAlphaChannel)
{
UseAlphaChannel = useAlphaChannel;
}
//! Returns if the alpha channel should be used for drawing images on the button
bool CGUIButton::isAlphaChannelUsed() const
{
return UseAlphaChannel;
}
bool CGUIButton::isDrawingBorder() const
{
return DrawBorder;
}
} // end namespace gui
} // end namespace irr