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forked from 0ad/0ad
0ad/source/gui/IGUIButtonBehavior.cpp
elexis 415939b59b Introduce CGUIColor type inheriting Color type and switch the GUI to exclusively use that.
The type differs from the Color type, because contrary to Color, it can
be created from a color predefined in the GUI page (such as "yellow").
Move this predefined color check to the new class instead of hardcoding
it in FromJSVal / ToJSVal, GUIUtil, JSInterface_IGUIObject and to
straighten the latter.

Delete fov_wedge_color from Minimap, unused since introduction in
5275dc862b.

This was SVN commit r22558.
2019-07-26 18:57:28 +00:00

186 lines
5.1 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 "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<bool>::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<CStrW>::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<CStrW>::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<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// Button was clicked
if (g_SoundManager && GUI<CStrW>::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<CStrW>::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<CStrW>::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<CStrW>::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<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
break;
default:
break;
}
}
CGUIColor IGUIButtonBehavior::ChooseColor()
{
CGUIColor color, color2;
// Yes, the object must possess these settings. They are standard
GUI<CGUIColor>::GetSetting(this, "textcolor", color);
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
{
GUI<CGUIColor>::GetSetting(this, "textcolor_disabled", color2);
return GUI<>::FallBackColor(color2, color);
}
else if (m_MouseHovering)
{
if (m_Pressed)
{
GUI<CGUIColor>::GetSetting(this, "textcolor_pressed", color2);
return GUI<>::FallBackColor(color2, color);
}
else
{
GUI<CGUIColor>::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<bool>::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);
}