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forked from 0ad/0ad
0ad/source/gui/IGUIButtonBehavior.cpp
elexis 1bc6d778bb Delete GUI.h umbrella include following 8d0cb1b954.
Differential Revision: https://code.wildfiregames.com/D2304
Tested on: clang 8.0.1., VS2015, Jenkins
Comments By: Vladislav, Angen, Stan
Tested by: Angen
This was SVN commit r22941.
2019-09-20 13:11:18 +00:00

154 lines
3.5 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/CGUI.h"
#include "gui/CGUISprite.h"
#include "gui/IGUIButtonBehavior.h"
IGUIButtonBehavior::IGUIButtonBehavior(CGUI& pGUI)
: IGUIObject(pGUI), m_Pressed(false)
{
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
{
const bool enabled = GetSetting<bool>("enabled");
CStrW soundPath;
// TODO Gee: easier access functions
switch (Message.type)
{
case GUIM_MOUSE_ENTER:
if (enabled)
PlaySound("sound_enter");
break;
case GUIM_MOUSE_LEAVE:
if (enabled)
PlaySound("sound_leave");
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)
{
PlaySound("sound_disabled");
break;
}
PlaySound("sound_pressed");
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)
{
PlaySound("sound_disabled");
break;
}
// Button was right-clicked
PlaySound("sound_pressed");
SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
m_PressedRight = true;
break;
case GUIM_MOUSE_RELEASE_RIGHT:
if (!enabled)
break;
if (m_PressedRight)
{
m_PressedRight = false;
PlaySound("sound_released");
}
break;
case GUIM_MOUSE_RELEASE_LEFT:
if (!enabled)
break;
if (m_Pressed)
{
m_Pressed = false;
PlaySound("sound_released");
}
break;
default:
break;
}
}
const CGUIColor& IGUIButtonBehavior::ChooseColor()
{
// Yes, the object must possess these settings. They are standard
const CGUIColor& color = GetSetting<CGUIColor>("textcolor");
if (!GetSetting<bool>("enabled"))
return GetSetting<CGUIColor>("textcolor_disabled") || color;
if (m_MouseHovering)
{
if (m_Pressed)
return GetSetting<CGUIColor>("textcolor_pressed") || color;
else
return GetSetting<CGUIColor>("textcolor_over") || color;
}
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 (!GetSetting<bool>("enabled"))
m_pGUI.DrawSprite(sprite_disabled || sprite, cell_id, z, rect);
else if (m_MouseHovering)
{
if (m_Pressed)
m_pGUI.DrawSprite(sprite_pressed || sprite, cell_id, z, rect);
else
m_pGUI.DrawSprite(sprite_over || sprite, cell_id, z, rect);
}
else
m_pGUI.DrawSprite(sprite, cell_id, z, rect);
}