elexis
ccea97670e
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.
101 lines
3.0 KiB
C++
101 lines
3.0 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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Interface class that enhance the IGUIObject with
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buttony behavior (click and release to click a button),
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and the GUI message GUIM_PRESSED.
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When creating a class with extended settings and
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buttony behavior, just do a multiple inheritance.
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*/
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#ifndef INCLUDED_IGUIBUTTONBEHAVIOR
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#define INCLUDED_IGUIBUTTONBEHAVIOR
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#include "gui/ObjectBases/IGUIObject.h"
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class CGUISpriteInstance;
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/**
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* Appends button behaviours to the IGUIObject.
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* Can be used with multiple inheritance alongside
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* IGUISettingsObject and such.
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*/
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class IGUIButtonBehavior
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{
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NONCOPYABLE(IGUIButtonBehavior);
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public:
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IGUIButtonBehavior(IGUIObject& pObject);
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virtual ~IGUIButtonBehavior();
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/**
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* @see IGUIObject#HandleMessage()
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*/
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virtual void HandleMessage(SGUIMessage& Message);
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/**
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* This is a function that lets a button being drawn,
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* it regards if it's over, disabled, pressed and such.
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*
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* @param sprite Sprite drawn when not pressed, hovered or disabled
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* @param sprite_over Sprite drawn when m_MouseHovering is true
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* @param sprite_pressed Sprite drawn when m_Pressed is true
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* @param sprite_disabled Sprite drawn when "enabled" is false
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*/
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const CGUISpriteInstance& GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const;
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protected:
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static const CStr EventNamePress;
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static const CStr EventNamePressRight;
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static const CStr EventNameDoublePress;
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static const CStr EventNameDoublePressRight;
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static const CStr EventNameRelease;
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static const CStr EventNameReleaseRight;
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/**
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* @see IGUIObject#ResetStates()
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*/
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virtual void ResetStates();
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/**
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* Everybody knows how a button works, you don't simply press it,
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* you have to first press the button, and then release it...
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* in between those two steps you can actually leave the button
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* area, as long as you release it within the button area... Anyway
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* this lets us know we are done with step one (clicking).
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*/
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bool m_Pressed;
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bool m_PressedRight;
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// Settings
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CStrW m_SoundDisabled;
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CStrW m_SoundEnter;
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CStrW m_SoundLeave;
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CStrW m_SoundPressed;
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CStrW m_SoundReleased;
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private:
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/**
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* Reference to the IGUIObject.
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* Private, because we don't want to inherit it in multiple classes.
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*/
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IGUIObject& m_pObject;
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};
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#endif // INCLUDED_IGUIBUTTONBEHAVIOR
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