/* 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 . */ #include "precompiled.h" #include "IGUIButtonBehavior.h" #include "gui/CGUISprite.h" IGUIButtonBehavior::IGUIButtonBehavior(IGUIObject& pObject) : m_pObject(pObject), m_Pressed(), m_PressedRight(), m_SoundDisabled(), m_SoundEnter(), m_SoundLeave(), m_SoundPressed(), m_SoundReleased() { m_pObject.RegisterSetting("sound_disabled", m_SoundDisabled); m_pObject.RegisterSetting("sound_enter", m_SoundEnter); m_pObject.RegisterSetting("sound_leave", m_SoundLeave); m_pObject.RegisterSetting("sound_pressed", m_SoundPressed); m_pObject.RegisterSetting("sound_released", m_SoundReleased); } IGUIButtonBehavior::~IGUIButtonBehavior() { } void IGUIButtonBehavior::ResetStates() { m_Pressed = false; m_PressedRight = false; } void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message) { // TODO Gee: easier access functions switch (Message.type) { case GUIM_MOUSE_ENTER: if (m_pObject.IsEnabled()) m_pObject.PlaySound(m_SoundEnter); break; case GUIM_MOUSE_LEAVE: if (m_pObject.IsEnabled()) m_pObject.PlaySound(m_SoundLeave); break; case GUIM_MOUSE_DBLCLICK_LEFT: if (!m_pObject.IsEnabled()) break; // Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a // doubleclick event, we let it handle playing sounds. m_pObject.SendEvent(GUIM_DOUBLE_PRESSED, "doublepress"); break; case GUIM_MOUSE_PRESS_LEFT: if (!m_pObject.IsEnabled()) { m_pObject.PlaySound(m_SoundDisabled); break; } m_pObject.PlaySound(m_SoundPressed); m_pObject.SendEvent(GUIM_PRESSED, "press"); m_Pressed = true; break; case GUIM_MOUSE_DBLCLICK_RIGHT: if (!m_pObject.IsEnabled()) break; // Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a // doubleclick event, we let it handle playing sounds. m_pObject.SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright"); break; case GUIM_MOUSE_PRESS_RIGHT: if (!m_pObject.IsEnabled()) { m_pObject.PlaySound(m_SoundDisabled); break; } // Button was right-clicked m_pObject.PlaySound(m_SoundPressed); m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright"); m_PressedRight = true; break; case GUIM_MOUSE_RELEASE_RIGHT: if (!m_pObject.IsEnabled()) break; if (m_PressedRight) { m_PressedRight = false; m_pObject.PlaySound(m_SoundReleased); } break; case GUIM_MOUSE_RELEASE_LEFT: if (!m_pObject.IsEnabled()) break; if (m_Pressed) { m_Pressed = false; m_pObject.PlaySound(m_SoundReleased); } break; default: break; } } const CGUISpriteInstance& IGUIButtonBehavior::GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const { if (!m_pObject.IsEnabled()) return sprite_disabled || sprite; if (!m_pObject.IsMouseOver()) return sprite; if (m_Pressed) return sprite_pressed || sprite; return sprite_over || sprite; }