elexis
1a49ccb294
Remove PSERROR codes from SetSetting (let std::map throw an out_of_range if a caller wants to Set a setting that doesn't exist without having checked with SettingExists, equal to GetSetting from92b6cdfeab
). That also simplifies std::function SetSettingWrap construct from0a7d0ecdde
to void IGUIObject::SettingChanged. Don't trigger debug_warn or exceptions in GUITooltip::ShowTooltip if the XML author specified wrong tooltip input, and dodge another dynamic_cast. Rename existing IGUIObject::SetSetting to IGUIObject::SetSettingFromString and comment that it is purposed for parsing XML files. Remove SetSetting default value, so that authors are made aware explicitly of the need to decide the function broadcasting a message, refsd87057b1c0
,719f2d7967
, ... Change const bool& SkipMessage to const bool SendMessage, so that a positive value relates to a positive action. Clean AddSettings whitespace and integer types. Differential Revision: https://code.wildfiregames.com/D2231 Tested on: gcc 9.1.0, clang 8.0.1, Jenkins Comments By: Philip on IRC on 2010-07-24 on GUIUtil being ugly, in case that one counts This was SVN commit r22796.
102 lines
3.1 KiB
C++
102 lines
3.1 KiB
C++
/* Copyright (C) 2019 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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#include "precompiled.h"
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#include "CButton.h"
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#include "gui/CGUIColor.h"
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#include "lib/ogl.h"
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CButton::CButton(CGUI& pGUI)
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: IGUIObject(pGUI), IGUIButtonBehavior(pGUI), IGUITextOwner(pGUI)
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{
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AddSetting<float>("buffer_zone");
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AddSetting<CGUIString>("caption");
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AddSetting<i32>("cell_id");
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AddSetting<CStrW>("font");
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AddSetting<CStrW>("sound_disabled");
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AddSetting<CStrW>("sound_enter");
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AddSetting<CStrW>("sound_leave");
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AddSetting<CStrW>("sound_pressed");
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AddSetting<CStrW>("sound_released");
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AddSetting<CGUISpriteInstance>("sprite");
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AddSetting<CGUISpriteInstance>("sprite_over");
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AddSetting<CGUISpriteInstance>("sprite_pressed");
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AddSetting<CGUISpriteInstance>("sprite_disabled");
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AddSetting<EAlign>("text_align");
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AddSetting<EVAlign>("text_valign");
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AddSetting<CGUIColor>("textcolor");
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AddSetting<CGUIColor>("textcolor_over");
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AddSetting<CGUIColor>("textcolor_pressed");
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AddSetting<CGUIColor>("textcolor_disabled");
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AddSetting<CStrW>("tooltip");
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AddSetting<CStr>("tooltip_style");
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AddText();
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}
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CButton::~CButton()
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{
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}
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void CButton::SetupText()
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{
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ENSURE(m_GeneratedTexts.size() == 1);
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m_GeneratedTexts[0] = CGUIText(
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m_pGUI,
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GetSetting<CGUIString>("caption"),
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GetSetting<CStrW>("font"),
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m_CachedActualSize.GetWidth(),
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GetSetting<float>("buffer_zone"),
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this);
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CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
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}
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void CButton::HandleMessage(SGUIMessage& Message)
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{
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// Important
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IGUIButtonBehavior::HandleMessage(Message);
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IGUITextOwner::HandleMessage(Message);
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}
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void CButton::Draw()
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{
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const float bz = GetBufferedZ();
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// Statically initialise some strings, so we don't have to do
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// lots of allocation every time this function is called
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static const CStr strSprite("sprite");
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static const CStr strSpriteOver("sprite_over");
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static const CStr strSpritePressed("sprite_pressed");
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static const CStr strSpriteDisabled("sprite_disabled");
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static const CStr strCellId("cell_id");
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CGUISpriteInstance& sprite = GetSetting<CGUISpriteInstance>(strSprite);
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CGUISpriteInstance& sprite_over = GetSetting<CGUISpriteInstance>(strSpriteOver);
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CGUISpriteInstance& sprite_pressed = GetSetting<CGUISpriteInstance>(strSpritePressed);
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CGUISpriteInstance& sprite_disabled = GetSetting<CGUISpriteInstance>(strSpriteDisabled);
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const i32 cell_id = GetSetting<i32>(strCellId);
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DrawButton(m_CachedActualSize, bz, sprite, sprite_over, sprite_pressed, sprite_disabled, cell_id);
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DrawText(0, ChooseColor(), m_TextPos, bz + 0.1f);
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}
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