/* Copyright (C) 2015 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 . */ #include "precompiled.h" #include "GUI.h" #include "ps/CLogger.h" #include "soundmanager/ISoundManager.h" IGUIButtonBehavior::IGUIButtonBehavior() : m_Pressed(false) { } IGUIButtonBehavior::~IGUIButtonBehavior() { } void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message) { bool enabled; GUI::GetSetting(this, "enabled", enabled); CStrW soundPath; // TODO Gee: easier access functions switch (Message.type) { case GUIM_MOUSE_ENTER: if (!enabled) break; if (g_SoundManager && GUI::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); break; case GUIM_MOUSE_LEAVE: if (!enabled) break; if (g_SoundManager && GUI::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); break; case GUIM_MOUSE_DBLCLICK_LEFT: if (!enabled) break; // Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a // doubleclick event, we let it handle playing sounds. SendEvent(GUIM_DOUBLE_PRESSED, "doublepress"); break; case GUIM_MOUSE_PRESS_LEFT: if (!enabled) { if (g_SoundManager && GUI::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); break; } // Button was clicked if (g_SoundManager && GUI::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); SendEvent(GUIM_PRESSED, "press"); m_Pressed = true; break; case GUIM_MOUSE_DBLCLICK_RIGHT: if (!enabled) break; // Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a // doubleclick event, we let it handle playing sounds. SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright"); break; case GUIM_MOUSE_PRESS_RIGHT: if (!enabled) { if (g_SoundManager && GUI::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); break; } // Button was right-clicked if (g_SoundManager && GUI::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright"); m_PressedRight = true; break; case GUIM_MOUSE_RELEASE_RIGHT: if (!enabled) break; if (m_PressedRight) { m_PressedRight = false; if (g_SoundManager && GUI::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); } break; case GUIM_MOUSE_RELEASE_LEFT: if (!enabled) break; if (m_Pressed) { m_Pressed = false; if (g_SoundManager && GUI::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty()) g_SoundManager->PlayAsUI(soundPath.c_str(), false); } break; default: break; } } CColor IGUIButtonBehavior::ChooseColor() { CColor color, color2; // Yes, the object must possess these settings. They are standard GUI::GetSetting(this, "textcolor", color); bool enabled; GUI::GetSetting(this, "enabled", enabled); if (!enabled) { GUI::GetSetting(this, "textcolor_disabled", color2); return GUI<>::FallBackColor(color2, color); } else if (m_MouseHovering) { if (m_Pressed) { GUI::GetSetting(this, "textcolor_pressed", color2); return GUI<>::FallBackColor(color2, color); } else { GUI::GetSetting(this, "textcolor_over", color2); return GUI<>::FallBackColor(color2, color); } } else return color; } void IGUIButtonBehavior::DrawButton(const CRect& rect, const float& z, CGUISpriteInstance& sprite, CGUISpriteInstance& sprite_over, CGUISpriteInstance& sprite_pressed, CGUISpriteInstance& sprite_disabled, int cell_id) { if (!GetGUI()) return; bool enabled; GUI::GetSetting(this, "enabled", enabled); if (!enabled) GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_disabled, sprite), cell_id, z, rect); else if (m_MouseHovering) { if (m_Pressed) GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_pressed, sprite), cell_id, z, rect); else GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_over, sprite), cell_id, z, rect); } else GetGUI()->DrawSprite(sprite, cell_id, z, rect); }