mirror of
https://github.com/minetest/irrlicht.git
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3d2a55e788
Basically fixing original Bug#427 reported by MArkus Elfring. Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++ Lots of files touched for very minor cleanup *sigh* git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
256 lines
8.0 KiB
C++
256 lines
8.0 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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#ifndef IRR_C_GUI_BUTTON_H_INCLUDED
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#define IRR_C_GUI_BUTTON_H_INCLUDED
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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#include "IGUIButton.h"
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#include "IGUISpriteBank.h"
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#include "ITexture.h"
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#include "SColor.h"
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namespace irr
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{
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namespace gui
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{
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class CGUIButton : public IGUIButton
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{
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public:
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//! constructor
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CGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
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s32 id, core::rect<s32> rectangle, bool noclip=false);
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//! destructor
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virtual ~CGUIButton();
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//! called if an event happened.
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virtual bool OnEvent(const SEvent& event) IRR_OVERRIDE;
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//! draws the element and its children
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virtual void draw() IRR_OVERRIDE;
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//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
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virtual void setOverrideFont(IGUIFont* font=0) IRR_OVERRIDE;
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//! Gets the override font (if any)
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virtual IGUIFont* getOverrideFont() const IRR_OVERRIDE;
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//! Get the font which is used right now for drawing
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virtual IGUIFont* getActiveFont() const IRR_OVERRIDE;
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//! Sets another color for the button text.
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virtual void setOverrideColor(video::SColor color) IRR_OVERRIDE;
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//! Gets the override color
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virtual video::SColor getOverrideColor(void) const IRR_OVERRIDE;
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//! Gets the currently used text color
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virtual video::SColor getActiveColor() const IRR_OVERRIDE;
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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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virtual void enableOverrideColor(bool enable) IRR_OVERRIDE;
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//! Checks if an override color is enabled
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virtual bool isOverrideColorEnabled(void) const IRR_OVERRIDE;
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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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virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) IRR_OVERRIDE;
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//! Sets an image which should be displayed on the button when it is in normal state.
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virtual void setImage(video::ITexture* image=0) IRR_OVERRIDE
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{
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setImage(EGBIS_IMAGE_UP, image);
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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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virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) IRR_OVERRIDE
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{
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setImage(EGBIS_IMAGE_UP, image, pos);
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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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virtual void setPressedImage(video::ITexture* image=0) IRR_OVERRIDE
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{
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setImage(EGBIS_IMAGE_DOWN, image);
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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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virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) IRR_OVERRIDE
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{
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setImage(EGBIS_IMAGE_DOWN, image, pos);
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}
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//! Sets the sprite bank used by the button
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virtual void setSpriteBank(IGUISpriteBank* bank=0) IRR_OVERRIDE;
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//! Sets the animated sprite for a specific button state
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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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*/
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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),
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bool loop=false, bool scale=false) IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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//! Sets if the button should behave like a push button. Which means it
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//! 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) IRR_OVERRIDE;
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//! Checks whether the button is a push button
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virtual bool isPushButton() const IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Returns if the button is currently pressed
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virtual bool isPressed() const IRR_OVERRIDE;
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//! Sets if the button should use the skin to draw its border
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virtual void setDrawBorder(bool border=true) IRR_OVERRIDE;
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//! Checks if the button face and border are being drawn
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virtual bool isDrawingBorder() const IRR_OVERRIDE;
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//! Sets if the alpha channel should be used for drawing images on the button (default is false)
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virtual void setUseAlphaChannel(bool useAlphaChannel=true) IRR_OVERRIDE;
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//! Checks if the alpha channel should be used for drawing images on the button
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virtual bool isAlphaChannelUsed() const IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Checks whether the button scales the used images
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virtual bool isScalingImage() const IRR_OVERRIDE;
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//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickShiftState() const IRR_OVERRIDE
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{
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return ClickShiftState;
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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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virtual bool getClickControlState() const IRR_OVERRIDE
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{
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return ClickControlState;
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}
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//! Writes attributes of the element.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const IRR_OVERRIDE;
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//! Reads attributes of the element
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) IRR_OVERRIDE;
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protected:
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void drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
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EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
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private:
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struct ButtonSprite
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{
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ButtonSprite() : Index(-1), Loop(false), Scale(false)
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{
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}
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bool operator==(const ButtonSprite& other) const
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{
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return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
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}
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s32 Index;
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video::SColor Color;
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bool Loop;
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bool Scale;
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};
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ButtonSprite ButtonSprites[EGBS_COUNT];
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IGUISpriteBank* SpriteBank;
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struct ButtonImage
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{
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ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
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{
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}
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ButtonImage(const ButtonImage& other) : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
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{
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*this = other;
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}
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~ButtonImage()
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{
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if ( Texture )
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Texture->drop();
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}
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ButtonImage& operator=(const ButtonImage& other)
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{
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if ( this == &other )
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return *this;
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if (other.Texture)
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other.Texture->grab();
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if ( Texture )
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Texture->drop();
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Texture = other.Texture;
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SourceRect = other.SourceRect;
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return *this;
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}
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bool operator==(const ButtonImage& other) const
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{
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return Texture == other.Texture && SourceRect == other.SourceRect;
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}
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video::ITexture* Texture;
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core::rect<s32> SourceRect;
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};
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ButtonImage ButtonImages[EGBIS_COUNT];
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IGUIFont* OverrideFont;
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bool OverrideColorEnabled;
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video::SColor OverrideColor;
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u32 ClickTime, HoverTime, FocusTime;
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bool ClickShiftState;
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bool ClickControlState;
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bool IsPushButton;
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bool Pressed;
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bool UseAlphaChannel;
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bool DrawBorder;
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bool ScaleImage;
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};
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} // end namespace gui
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_GUI_
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#endif // IRR_C_GUI_BUTTON_H_INCLUDED
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