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forked from 0ad/0ad
0ad/source/gui/ObjectBases/IGUIButtonBehavior.cpp
elexis 6db0f91823 Sort GUI Object types, GUI Object bases and GUI Setting value types into three new folders.
Differential Revision: https://code.wildfiregames.com/D2345
Tested on: gcc 9.1.0
Comments By: Vladislav
This was SVN commit r23028.
2019-10-02 09:44:00 +00:00

149 lines
3.6 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/>.
*/
#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;
}