1
0
forked from 0ad/0ad
0ad/source/gui/ObjectBases/IGUIButtonBehavior.cpp

154 lines
4.2 KiB
C++

/* Copyright (C) 2021 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/>.
*/
#include "precompiled.h"
#include "IGUIButtonBehavior.h"
#include "gui/CGUISprite.h"
#include "gui/ObjectBases/IGUIObject.h"
const CStr IGUIButtonBehavior::EventNamePress = "Press";
const CStr IGUIButtonBehavior::EventNamePressRight = "PressRight";
const CStr IGUIButtonBehavior::EventNamePressRightDisabled = "PressRightDisabled";
const CStr IGUIButtonBehavior::EventNameDoublePress = "DoublePress";
const CStr IGUIButtonBehavior::EventNameDoublePressRight = "DoublePressRight";
const CStr IGUIButtonBehavior::EventNameRelease = "Release";
const CStr IGUIButtonBehavior::EventNameReleaseRight = "ReleaseRight";
IGUIButtonBehavior::IGUIButtonBehavior(IGUIObject& pObject)
: m_pObject(pObject),
m_Pressed(),
m_PressedRight(),
m_SoundDisabled(&pObject, "sound_disabled"),
m_SoundEnter(&pObject, "sound_enter"),
m_SoundLeave(&pObject, "sound_leave"),
m_SoundPressed(&pObject, "sound_pressed"),
m_SoundReleased(&pObject, "sound_released")
{
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::ResetStates()
{
if (m_Pressed)
{
m_Pressed = false;
m_pObject.PlaySound(m_SoundReleased);
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE, EventNameRelease);
}
if (m_PressedRight)
{
m_PressedRight = false;
m_pObject.PlaySound(m_SoundReleased);
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE_RIGHT, EventNameReleaseRight);
}
}
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, EventNameDoublePress);
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, EventNamePress);
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, EventNameDoublePressRight);
break;
case GUIM_MOUSE_PRESS_RIGHT:
if (!m_pObject.IsEnabled())
{
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT_DISABLED, EventNamePressRightDisabled);
m_pObject.PlaySound(m_SoundDisabled);
break;
}
// Button was right-clicked
m_pObject.PlaySound(m_SoundPressed);
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT, EventNamePressRight);
m_PressedRight = true;
break;
case GUIM_MOUSE_RELEASE_RIGHT:
if (m_pObject.IsEnabled())
ResetStates();
break;
case GUIM_MOUSE_RELEASE_LEFT:
if (m_pObject.IsEnabled())
ResetStates();
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_disabled : sprite;
if (!m_pObject.IsMouseHovering())
return sprite;
if (m_Pressed)
return sprite_pressed ? sprite_pressed : sprite;
return sprite_over ? sprite_over : sprite;
}