0ad/source/gui/IGUIButtonBehavior.cpp

147 lines
3.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
IGUIButtonBehavior
*/
#include "precompiled.h"
#include "GUI.h"
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
IGUIButtonBehavior::IGUIButtonBehavior() : m_Pressed(false)
{
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::HandleMessage(SGUIMessage &Message)
{
// TODO Gee: easier access functions
switch (Message.type)
{
case GUIM_MOUSE_PRESS_LEFT:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
break;
m_Pressed = true;
} break;
case GUIM_MOUSE_DBLCLICK_LEFT:
case GUIM_MOUSE_RELEASE_LEFT:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
break;
if (m_Pressed)
{
m_Pressed = false;
if (Message.type == GUIM_MOUSE_RELEASE_LEFT)
{
// Button was clicked
SendEvent(GUIM_PRESSED, "press");
}
else
{
// Button was clicked a second time. We can't tell if the button
// expects to receive doublepress events or just a second press
// event, so send both of them (and assume the extra unwanted press
// is harmless on buttons that expect doublepress)
SendEvent(GUIM_PRESSED, "press");
SendEvent(GUIM_DOUBLE_PRESSED, "doublepress");
}
}
} 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);
}
}