wraitii
8b08f4ae7a
Completes work starting in D2313 /a33fd55e81
: - Make C++ mistakes where values can be changed without messages being sent easier to notice / harder to do. - Make the IGUISetting interface more flexible, allowing custom settings implementing their own logic. This is used to clean up hotkey code introduced in33af6da5e1
. Side effects: - FromJSVal_Vector clears the vector being passed in. I have some vague memory of not doing that in D24 /2bae30c454
as an optimisation, but it seems more like a footgun to me. - Most usage of SetSettingFromString is replaced by direct method calls, as we can generally cast to the proper GUI object type. Where we can't, it is kept as a poor's man virtual dispatch. - It moves a few member variables elsewhere, e.g. TextOwner now gets its own member variable settings. Differential Revision: https://code.wildfiregames.com/D3892 This was SVN commit r25392.
152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
/* Copyright (C) 2021 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 "IGUIButtonBehavior.h"
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#include "gui/CGUISprite.h"
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const CStr IGUIButtonBehavior::EventNamePress = "Press";
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const CStr IGUIButtonBehavior::EventNamePressRight = "PressRight";
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const CStr IGUIButtonBehavior::EventNamePressRightDisabled = "PressRightDisabled";
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const CStr IGUIButtonBehavior::EventNameDoublePress = "DoublePress";
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const CStr IGUIButtonBehavior::EventNameDoublePressRight = "DoublePressRight";
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const CStr IGUIButtonBehavior::EventNameRelease = "Release";
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const CStr IGUIButtonBehavior::EventNameReleaseRight = "ReleaseRight";
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IGUIButtonBehavior::IGUIButtonBehavior(IGUIObject& pObject)
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: m_pObject(pObject),
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m_Pressed(),
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m_PressedRight(),
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m_SoundDisabled(&pObject, "sound_disabled"),
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m_SoundEnter(&pObject, "sound_enter"),
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m_SoundLeave(&pObject, "sound_leave"),
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m_SoundPressed(&pObject, "sound_pressed"),
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m_SoundReleased(&pObject, "sound_released")
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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::ResetStates()
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{
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if (m_Pressed)
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{
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m_Pressed = false;
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m_pObject.PlaySound(m_SoundReleased);
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m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE, EventNameRelease);
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}
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if (m_PressedRight)
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{
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m_PressedRight = false;
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m_pObject.PlaySound(m_SoundReleased);
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m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE_RIGHT, EventNameReleaseRight);
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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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// 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 (m_pObject.IsEnabled())
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m_pObject.PlaySound(m_SoundEnter);
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break;
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case GUIM_MOUSE_LEAVE:
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if (m_pObject.IsEnabled())
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m_pObject.PlaySound(m_SoundLeave);
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break;
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case GUIM_MOUSE_DBLCLICK_LEFT:
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if (!m_pObject.IsEnabled())
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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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m_pObject.SendEvent(GUIM_DOUBLE_PRESSED, EventNameDoublePress);
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break;
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case GUIM_MOUSE_PRESS_LEFT:
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if (!m_pObject.IsEnabled())
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{
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m_pObject.PlaySound(m_SoundDisabled);
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break;
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}
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m_pObject.PlaySound(m_SoundPressed);
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m_pObject.SendEvent(GUIM_PRESSED, EventNamePress);
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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 (!m_pObject.IsEnabled())
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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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m_pObject.SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, EventNameDoublePressRight);
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break;
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case GUIM_MOUSE_PRESS_RIGHT:
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if (!m_pObject.IsEnabled())
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{
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m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT_DISABLED, EventNamePressRightDisabled);
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m_pObject.PlaySound(m_SoundDisabled);
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break;
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}
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// Button was right-clicked
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m_pObject.PlaySound(m_SoundPressed);
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m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT, EventNamePressRight);
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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 (m_pObject.IsEnabled())
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ResetStates();
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break;
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case GUIM_MOUSE_RELEASE_LEFT:
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if (m_pObject.IsEnabled())
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ResetStates();
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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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const CGUISpriteInstance& IGUIButtonBehavior::GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const
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{
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if (!m_pObject.IsEnabled())
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return sprite_disabled ? sprite_disabled : sprite;
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if (!m_pObject.IsMouseHovering())
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return sprite;
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if (m_Pressed)
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return sprite_pressed ? sprite_pressed : sprite;
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return sprite_over ? sprite_over : sprite;
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}
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