forked from 0ad/0ad
136 lines
3.1 KiB
C++
136 lines
3.1 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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IGUIButtonBehavior
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*/
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#include "precompiled.h"
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#include "GUI.h"
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//-------------------------------------------------------------------
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// Constructor / Destructor
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//-------------------------------------------------------------------
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IGUIButtonBehavior::IGUIButtonBehavior() : m_Pressed(false)
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{
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}
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IGUIButtonBehavior::~IGUIButtonBehavior()
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{
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}
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void IGUIButtonBehavior::HandleMessage(const SGUIMessage &Message)
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{
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// TODO Gee: easier access functions
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switch (Message.type)
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{
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case GUIM_MOUSE_PRESS_LEFT:
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{
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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break;
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m_Pressed = true;
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} break;
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case GUIM_MOUSE_DBLCLICK_LEFT:
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case GUIM_MOUSE_RELEASE_LEFT:
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{
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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break;
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if (m_Pressed)
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{
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m_Pressed = false;
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// BUTTON WAS CLICKED
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HandleMessage(GUIM_PRESSED);
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ScriptEvent("press");
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}
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} break;
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default:
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break;
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}
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}
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CColor IGUIButtonBehavior::ChooseColor()
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{
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CColor color, color2;
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// Yes, the object must possess these settings. They are standard
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GUI<CColor>::GetSetting(this, "textcolor", color);
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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{
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GUI<CColor>::GetSetting(this, "textcolor_disabled", color2);
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return GUI<>::FallBackColor(color2, color);
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}
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else
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if (m_MouseHovering)
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{
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if (m_Pressed)
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{
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GUI<CColor>::GetSetting(this, "textcolor_pressed", color2);
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return GUI<>::FallBackColor(color2, color);
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}
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else
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{
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GUI<CColor>::GetSetting(this, "textcolor_over", color2);
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return GUI<>::FallBackColor(color2, color);
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}
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}
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else return color;
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}
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void IGUIButtonBehavior::DrawButton(const CRect &rect,
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const float &z,
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CGUISpriteInstance& sprite,
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CGUISpriteInstance& sprite_over,
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CGUISpriteInstance& sprite_pressed,
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CGUISpriteInstance& sprite_disabled,
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int cell_id)
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{
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if (GetGUI())
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{
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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{
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GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_disabled, sprite), cell_id, z, rect);
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}
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else
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if (m_MouseHovering)
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{
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if (m_Pressed)
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GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_pressed, sprite), cell_id, z, rect);
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else
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GetGUI()->DrawSprite(GUI<>::FallBackSprite(sprite_over, sprite), cell_id, z, rect);
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}
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else GetGUI()->DrawSprite(sprite, cell_id, z, rect);
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}
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}
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