/* Copyright (C) 2009 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 . */ /* GUI Object - Button --Overview-- GUI Object representing a simple button --More info-- Check GUI.h */ #ifndef INCLUDED_CBUTTON #define INCLUDED_CBUTTON //-------------------------------------------------------- // Includes / Compiler directives //-------------------------------------------------------- #include "GUI.h" //-------------------------------------------------------- // Macros //-------------------------------------------------------- //-------------------------------------------------------- // Types //-------------------------------------------------------- //-------------------------------------------------------- // Declarations //-------------------------------------------------------- /** * Button * * @see IGUIObject * @see IGUIButtonBehavior */ class CButton : public IGUIButtonBehavior, public IGUITextOwner { GUI_OBJECT(CButton) public: CButton(); virtual ~CButton(); virtual void ResetStates() { IGUIButtonBehavior::ResetStates(); } /** * Handle Messages * * @param Message GUI Message */ virtual void HandleMessage(const SGUIMessage &Message); /** * Draws the Button */ virtual void Draw(); protected: /** * Sets up text, should be called every time changes has been * made that can change the visual. */ void SetupText(); /** * Placement of text. */ CPos m_TextPos; }; #endif