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forked from 0ad/0ad
0ad/source/gui/IGUIButtonBehavior.cpp

213 lines
5.3 KiB
C++

/* Copyright (C) 2013 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/>.
*/
/*
IGUIButtonBehavior
*/
#include "precompiled.h"
#include "ps/CLogger.h"
#include "GUI.h"
#include "soundmanager/ISoundManager.h"
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
IGUIButtonBehavior::IGUIButtonBehavior() : m_Pressed(false)
{
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::HandleMessage(SGUIMessage &Message)
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
CStrW soundPath;
// TODO Gee: easier access functions
switch (Message.type)
{
case GUIM_MOUSE_ENTER:
{
if (!enabled)
break;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
case GUIM_MOUSE_LEAVE:
{
if (!enabled)
break;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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)
{
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// Button was clicked
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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)
{
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// Button was right-clicked
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
m_PressedRight = true;
break;
}
case GUIM_MOUSE_RELEASE_RIGHT:
{
if (!enabled)
break;
if (m_PressedRight)
{
m_PressedRight = false;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
break;
}
case GUIM_MOUSE_RELEASE_LEFT:
{
if (!enabled)
break;
if (m_Pressed)
{
m_Pressed = false;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
break;
}
default:
break;
}
}
CColor IGUIButtonBehavior::ChooseColor()
{
CColor color, color2;
// Yes, the object must possess these settings. They are standard
GUI<CColor>::GetSetting(this, "textcolor", color);
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
{
GUI<CColor>::GetSetting(this, "textcolor_disabled", color2);
return GUI<>::FallBackColor(color2, color);
}
else
if (m_MouseHovering)
{
if (m_Pressed)
{
GUI<CColor>::GetSetting(this, "textcolor_pressed", color2);
return GUI<>::FallBackColor(color2, color);
}
else
{
GUI<CColor>::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<bool>::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);
}
}