1
0
forked from 0ad/0ad
0ad/source/gui/ObjectBases/IGUIButtonBehavior.cpp
elexis eafd44cfc5 Remove counterproductive lowercasing of GUI ScriptEvent names, refs #127.
a8f48ff7e0 introduced XeroXMB lowercasing of element and attribute names
as a feature.
cf9d8b9797, 4d390f501c, dda6268466 added bugfixes and TODOs because of
that.
f76d0ffdc6, 44fe226dd2 removed the XeroXMB lowercase feature.
This patch removes the lowercasing GUI bugfixes that don't fix any bug
anymore while increasing code complexity and lowering performance
(string copies).

Do not send mouse coordinates objects for events that do not relate to
the mouse.

Store event names in static const members to:
(1) improve performance, ensuring that the CStr is not reconstructed
every call,
(2) obtain compile errors when misspelling event names,
(3) allow reuse of the strings in inherited and friend classes.

Differential Revision: https://code.wildfiregames.com/D2445
Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log
and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log

This was SVN commit r23403.
2020-01-15 16:00:37 +00:00

154 lines
3.9 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"
const CStr IGUIButtonBehavior::EventNamePress = "Press";
const CStr IGUIButtonBehavior::EventNamePressRight = "PressRight";
const CStr IGUIButtonBehavior::EventNameDoublePress = "DoublePress";
const CStr IGUIButtonBehavior::EventNameDoublePressRight = "DoublePressRight";
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, 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.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())
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.IsMouseHovering())
return sprite;
if (m_Pressed)
return sprite_pressed || sprite;
return sprite_over || sprite;
}