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