leper
74c420f658
Lots of code style fixes: * type [*&]varname -> type[*&] varname * else if (...) -> else if (...) * Spaces around some ops. * i++ -> ++i. * switch-case style fixes. * Indentation fixes. * Removing some commented out code. * include header sorting * Changed multiple pointer var declarations to be one per line. * Removed strange spaces in some places. * Changed some include header guards to be consistent with the rest of the codebase. * Use UNUSED() instead of UNUSED2(). Some small code fixes: * Using .find() instead of .count() == 0. * !.empty() instead of .size() == 0. * Range-based for loops. * Making some member functions const by small changes. * Adds GetScrollBarPos(idx) const for this. * Using early returns/continues in some places. * Uses size_t for some loops in CList and COList. * Removes unused heading element (not attribute) from COList. * Use ENSURE in one case where some custom code did something similar. * Made some parameters const ptrs/refs. * Change removal loop in GUItext.cpp to erase-unique. * Made some static things const. * Allow iterating over children of IGUIObject with range-based for loops by exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and use it. Comments: * Comment COList. * Update a few comments. * Remove useless or duplicated comments. This was SVN commit r16931.
186 lines
5.0 KiB
C++
186 lines
5.0 KiB
C++
/* Copyright (C) 2015 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 "GUI.h"
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#include "ps/CLogger.h"
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#include "soundmanager/ISoundManager.h"
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IGUIButtonBehavior::IGUIButtonBehavior() : m_Pressed(false)
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{
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}
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IGUIButtonBehavior::~IGUIButtonBehavior()
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{
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}
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void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
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{
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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CStrW soundPath;
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// TODO Gee: easier access functions
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switch (Message.type)
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{
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case GUIM_MOUSE_ENTER:
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if (!enabled)
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break;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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break;
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case GUIM_MOUSE_LEAVE:
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if (!enabled)
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break;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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break;
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case GUIM_MOUSE_DBLCLICK_LEFT:
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if (!enabled)
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break;
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// Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a
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// doubleclick event, we let it handle playing sounds.
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SendEvent(GUIM_DOUBLE_PRESSED, "doublepress");
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break;
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case GUIM_MOUSE_PRESS_LEFT:
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if (!enabled)
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{
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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break;
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}
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// Button was clicked
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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SendEvent(GUIM_PRESSED, "press");
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m_Pressed = true;
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break;
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case GUIM_MOUSE_DBLCLICK_RIGHT:
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if (!enabled)
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break;
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// Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a
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// doubleclick event, we let it handle playing sounds.
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SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright");
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break;
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case GUIM_MOUSE_PRESS_RIGHT:
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if (!enabled)
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{
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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break;
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}
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// Button was right-clicked
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
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m_PressedRight = true;
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break;
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case GUIM_MOUSE_RELEASE_RIGHT:
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if (!enabled)
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break;
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if (m_PressedRight)
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{
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m_PressedRight = false;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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}
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break;
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case GUIM_MOUSE_RELEASE_LEFT:
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if (!enabled)
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break;
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if (m_Pressed)
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{
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m_Pressed = false;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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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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}
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CColor IGUIButtonBehavior::ChooseColor()
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{
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CColor color, color2;
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// Yes, the object must possess these settings. They are standard
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GUI<CColor>::GetSetting(this, "textcolor", color);
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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{
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GUI<CColor>::GetSetting(this, "textcolor_disabled", color2);
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return GUI<>::FallBackColor(color2, color);
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}
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else if (m_MouseHovering)
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{
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if (m_Pressed)
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{
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GUI<CColor>::GetSetting(this, "textcolor_pressed", color2);
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return GUI<>::FallBackColor(color2, color);
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}
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else
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{
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GUI<CColor>::GetSetting(this, "textcolor_over", color2);
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return GUI<>::FallBackColor(color2, color);
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}
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}
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else
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return color;
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}
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void IGUIButtonBehavior::DrawButton(const CRect& rect, const float& z, CGUISpriteInstance& sprite, CGUISpriteInstance& sprite_over, CGUISpriteInstance& sprite_pressed, CGUISpriteInstance& sprite_disabled, int cell_id)
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{
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if (!GetGUI())
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return;
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_disabled, sprite), cell_id, z, rect);
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else if (m_MouseHovering)
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{
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if (m_Pressed)
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GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_pressed, sprite), cell_id, z, rect);
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else
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GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_over, sprite), cell_id, z, rect);
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}
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else
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GetGUI()->DrawSprite(sprite, cell_id, z, rect);
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}
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