1
0
forked from 0ad/0ad
0ad/source/gui/CButton.h
elexis 2c47fbd66a Pass the GUI page pointer CGUI* to the IGUIObject and derived classes upon construction, instead of on stray cases.
Call JS_AddExtraGCRootsTracer and JS_RemoveExtraGCRootsTracer depending
on JS::Heap use instead of on CGUI page link setup.
GUIObjects should be able to access the GUI page independent of the
scripting (for example to obtain PredefinedColors, refs D2108).

Refs: D2108, c02a7e1a7b
Comments By: wraitii
This was SVN commit r22587.
2019-08-01 20:20:24 +00:00

66 lines
1.4 KiB
C++

/* Copyright (C) 2019 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/>.
*/
#ifndef INCLUDED_CBUTTON
#define INCLUDED_CBUTTON
#include "GUI.h"
/**
* Button
*
* @see IGUIObject
* @see IGUIButtonBehavior
*/
class CButton : public IGUIButtonBehavior, public IGUITextOwner
{
GUI_OBJECT(CButton)
public:
CButton(CGUI* pGUI);
virtual ~CButton();
/**
* @see IGUIObject#ResetStates()
*/
virtual void ResetStates() { IGUIButtonBehavior::ResetStates(); }
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* Draws the Button
*/
virtual void Draw();
protected:
/**
* Sets up text, should be called every time changes has been
* made that can change the visual.
*/
void SetupText();
/**
* Placement of text.
*/
CPos m_TextPos;
};
#endif // INCLUDED_CBUTTON