0ad/source/gui/ObjectBases/IGUIButtonBehavior.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

154 lines
4.2 KiB
C++

/* Copyright (C) 2021 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"
#include "gui/ObjectBases/IGUIObject.h"
const CStr IGUIButtonBehavior::EventNamePress = "Press";
const CStr IGUIButtonBehavior::EventNamePressRight = "PressRight";
const CStr IGUIButtonBehavior::EventNamePressRightDisabled = "PressRightDisabled";
const CStr IGUIButtonBehavior::EventNameDoublePress = "DoublePress";
const CStr IGUIButtonBehavior::EventNameDoublePressRight = "DoublePressRight";
const CStr IGUIButtonBehavior::EventNameRelease = "Release";
const CStr IGUIButtonBehavior::EventNameReleaseRight = "ReleaseRight";
IGUIButtonBehavior::IGUIButtonBehavior(IGUIObject& pObject)
: m_pObject(pObject),
m_Pressed(),
m_PressedRight(),
m_SoundDisabled(&pObject, "sound_disabled"),
m_SoundEnter(&pObject, "sound_enter"),
m_SoundLeave(&pObject, "sound_leave"),
m_SoundPressed(&pObject, "sound_pressed"),
m_SoundReleased(&pObject, "sound_released")
{
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::ResetStates()
{
if (m_Pressed)
{
m_Pressed = false;
m_pObject.PlaySound(m_SoundReleased);
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE, EventNameRelease);
}
if (m_PressedRight)
{
m_PressedRight = false;
m_pObject.PlaySound(m_SoundReleased);
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE_RIGHT, EventNameReleaseRight);
}
}
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.SendEvent(GUIM_PRESSED_MOUSE_RIGHT_DISABLED, EventNamePressRightDisabled);
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())
ResetStates();
break;
case GUIM_MOUSE_RELEASE_LEFT:
if (m_pObject.IsEnabled())
ResetStates();
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_disabled : sprite;
if (!m_pObject.IsMouseHovering())
return sprite;
if (m_Pressed)
return sprite_pressed ? sprite_pressed : sprite;
return sprite_over ? sprite_over : sprite;
}