0ad/source/gui/ObjectBases/IGUIButtonBehavior.h
elexis ccea97670e CSlider inherits IGUIButtonBehavior to gains button sounds, press/release events, duplication removal, continuation of sliding if the object is not hovered while the button is still pressed, refs #2593, c016a74309/D325, 359df88f1a/D1622.
Use the events to fix jittering of the gamesetup slider in
multiplayermode, refs 352d4ea78f/D2571.

Differential Revision: https://code.wildfiregames.com/D2592
Reviewed By: nani
Comments By: Vladislav
This was SVN commit r23435.
2020-01-24 00:56:51 +00:00

101 lines
3.0 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
Interface class that enhance the IGUIObject with
buttony behavior (click and release to click a button),
and the GUI message GUIM_PRESSED.
When creating a class with extended settings and
buttony behavior, just do a multiple inheritance.
*/
#ifndef INCLUDED_IGUIBUTTONBEHAVIOR
#define INCLUDED_IGUIBUTTONBEHAVIOR
#include "gui/ObjectBases/IGUIObject.h"
class CGUISpriteInstance;
/**
* Appends button behaviours to the IGUIObject.
* Can be used with multiple inheritance alongside
* IGUISettingsObject and such.
*/
class IGUIButtonBehavior
{
NONCOPYABLE(IGUIButtonBehavior);
public:
IGUIButtonBehavior(IGUIObject& pObject);
virtual ~IGUIButtonBehavior();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* This is a function that lets a button being drawn,
* it regards if it's over, disabled, pressed and such.
*
* @param sprite Sprite drawn when not pressed, hovered or disabled
* @param sprite_over Sprite drawn when m_MouseHovering is true
* @param sprite_pressed Sprite drawn when m_Pressed is true
* @param sprite_disabled Sprite drawn when "enabled" is false
*/
const CGUISpriteInstance& GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const;
protected:
static const CStr EventNamePress;
static const CStr EventNamePressRight;
static const CStr EventNameDoublePress;
static const CStr EventNameDoublePressRight;
static const CStr EventNameRelease;
static const CStr EventNameReleaseRight;
/**
* @see IGUIObject#ResetStates()
*/
virtual void ResetStates();
/**
* Everybody knows how a button works, you don't simply press it,
* you have to first press the button, and then release it...
* in between those two steps you can actually leave the button
* area, as long as you release it within the button area... Anyway
* this lets us know we are done with step one (clicking).
*/
bool m_Pressed;
bool m_PressedRight;
// Settings
CStrW m_SoundDisabled;
CStrW m_SoundEnter;
CStrW m_SoundLeave;
CStrW m_SoundPressed;
CStrW m_SoundReleased;
private:
/**
* Reference to the IGUIObject.
* Private, because we don't want to inherit it in multiple classes.
*/
IGUIObject& m_pObject;
};
#endif // INCLUDED_IGUIBUTTONBEHAVIOR