/* IGUIButtonBehavior by Gustav Larsson gee@pyro.nu */ #include "precompiled.h" #include "GUI.h" using namespace std; //------------------------------------------------------------------- // Constructor / Destructor //------------------------------------------------------------------- IGUIButtonBehavior::IGUIButtonBehavior() : m_Pressed(false) { } IGUIButtonBehavior::~IGUIButtonBehavior() { } void IGUIButtonBehavior::HandleMessage(const SGUIMessage &Message) { // TODO Gee: easier access functions switch (Message.type) { case GUIM_MOUSE_PRESS_LEFT: { bool enabled; GUI::GetSetting(this, "enabled", enabled); if (!enabled) break; m_Pressed = true; } break; case GUIM_MOUSE_RELEASE_LEFT: { bool enabled; GUI::GetSetting(this, "enabled", enabled); if (!enabled) break; if (m_Pressed) { m_Pressed = false; // BUTTON WAS CLICKED HandleMessage(GUIM_PRESSED); ScriptEvent("press"); } } break; default: break; } } CColor IGUIButtonBehavior::ChooseColor() { CColor color, color2; // Yes, the object must possess these settings. They are standard GUI::GetSetting(this, "textcolor", color); bool enabled; GUI::GetSetting(this, "enabled", enabled); if (!enabled) { GUI::GetSetting(this, "textcolor_disabled", color2); return GUI<>::FallBackColor(color2, color); } else if (m_MouseHovering) { if (m_Pressed) { GUI::GetSetting(this, "textcolor_pressed", color2); return GUI<>::FallBackColor(color2, color); } else { GUI::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()) { bool enabled; GUI::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); } }