minetest/src/gui/guiButton.h
Desour 124d064015 GUIButton: Default BgColor to white, as opposed to unintialized
(Same as what CGUIButton uses (via colors=0).)
2023-08-14 18:13:47 +02:00

281 lines
8.8 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include <IGUIStaticText.h>
#include "irrlicht_changes/static_text.h"
#include "IGUIButton.h"
#include "IGUISpriteBank.h"
#include "ITexture.h"
#include "SColor.h"
#include "guiSkin.h"
#include "StyleSpec.h"
using namespace irr;
class ISimpleTextureSource;
class GUIButton : public gui::IGUIButton
{
public:
//! constructor
GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,
s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc,
bool noclip=false);
//! destructor
virtual ~GUIButton();
//! called if an event happened.
virtual bool OnEvent(const SEvent& event) override;
//! draws the element and its children
virtual void draw() override;
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
virtual void setOverrideFont(gui::IGUIFont* font=0) override;
//! Gets the override font (if any)
virtual gui::IGUIFont* getOverrideFont() const override;
//! Get the font which is used right now for drawing
virtual gui::IGUIFont* getActiveFont() const override;
//! Sets another color for the button text.
virtual void setOverrideColor(video::SColor color) override;
//! Gets the override color
virtual video::SColor getOverrideColor() const override;
//! Gets the currently used text color
virtual video::SColor getActiveColor() const override;
//! Sets if the button text should use the override color or the color in the gui skin.
virtual void enableOverrideColor(bool enable) override;
//! Checks if an override color is enabled
virtual bool isOverrideColorEnabled(void) const override;
// PATCH
//! Sets an image which should be displayed on the button when it is in the given state.
virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state,
video::ITexture* image=nullptr,
const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) override;
//! Sets an image which should be displayed on the button when it is in normal state.
virtual void setImage(video::ITexture* image=nullptr) override;
//! Sets an image which should be displayed on the button when it is in normal state.
virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) override;
//! Sets an image which should be displayed on the button when it is in pressed state.
virtual void setPressedImage(video::ITexture* image=nullptr) override;
//! Sets an image which should be displayed on the button when it is in pressed state.
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) override;
//! Sets the text displayed by the button
virtual void setText(const wchar_t* text) override;
// END PATCH
//! Sets the sprite bank used by the button
virtual void setSpriteBank(gui::IGUISpriteBank* bank=0) override;
//! Sets the animated sprite for a specific button state
/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
\param state: State of the button to set the sprite for
\param index: The sprite number from the current sprite bank
\param color: The color of the sprite
*/
virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
video::SColor color=video::SColor(255,255,255,255),
bool loop=false, bool scale=false) override;
//! Get the sprite-index for the given state or -1 when no sprite is set
virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override;
//! Get the sprite color for the given state. Color is only used when a sprite is set.
virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const override;
//! Returns if the sprite in the given state does loop
virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override;
//! Returns if the sprite in the given state is scaled
virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const override;
//! Sets if the button should behave like a push button. Which means it
//! can be in two states: Normal or Pressed. With a click on the button,
//! the user can change the state of the button.
virtual void setIsPushButton(bool isPushButton=true) override;
//! Checks whether the button is a push button
virtual bool isPushButton() const override;
//! Sets the pressed state of the button if this is a pushbutton
virtual void setPressed(bool pressed=true) override;
//! Returns if the button is currently pressed
virtual bool isPressed() const override;
// PATCH
//! Returns if this element (or one of its direct children) is hovered
bool isHovered() const;
//! Returns if this element (or one of its direct children) is focused
bool isFocused() const;
// END PATCH
//! Sets if the button should use the skin to draw its border
virtual void setDrawBorder(bool border=true) override;
//! Checks if the button face and border are being drawn
virtual bool isDrawingBorder() const override;
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
virtual void setUseAlphaChannel(bool useAlphaChannel=true) override;
//! Checks if the alpha channel should be used for drawing images on the button
virtual bool isAlphaChannelUsed() const override;
//! Sets if the button should scale the button images to fit
virtual void setScaleImage(bool scaleImage=true) override;
//! Checks whether the button scales the used images
virtual bool isScalingImage() const override;
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
virtual bool getClickShiftState() const override
{
return ClickShiftState;
}
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
virtual bool getClickControlState() const override
{
return ClickControlState;
}
void setColor(video::SColor color);
// PATCH
//! Set element properties from a StyleSpec corresponding to the button state
void setFromState();
//! Set element properties from a StyleSpec
virtual void setFromStyle(const StyleSpec& style);
//! Set the styles used for each state
void setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES>& styles);
// END PATCH
//! Do not drop returned handle
static GUIButton* addButton(gui::IGUIEnvironment *environment,
const core::rect<s32>& rectangle, ISimpleTextureSource *tsrc,
IGUIElement* parent, s32 id, const wchar_t* text,
const wchar_t *tooltiptext=L"");
protected:
void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
ISimpleTextureSource *getTextureSource() { return TSrc; }
struct ButtonImage
{
ButtonImage() = default;
ButtonImage(const ButtonImage& other)
{
*this = other;
}
~ButtonImage()
{
if ( Texture )
Texture->drop();
}
ButtonImage& operator=(const ButtonImage& other)
{
if ( this == &other )
return *this;
if (other.Texture)
other.Texture->grab();
if ( Texture )
Texture->drop();
Texture = other.Texture;
SourceRect = other.SourceRect;
return *this;
}
bool operator==(const ButtonImage& other) const
{
return Texture == other.Texture && SourceRect == other.SourceRect;
}
video::ITexture* Texture = nullptr;
core::rect<s32> SourceRect = core::rect<s32>(0,0,0,0);
};
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed, const ButtonImage* images) const;
private:
struct ButtonSprite
{
bool operator==(const ButtonSprite &other) const
{
return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
}
s32 Index = -1;
video::SColor Color;
bool Loop = false;
bool Scale = false;
};
ButtonSprite ButtonSprites[gui::EGBS_COUNT];
gui::IGUISpriteBank* SpriteBank = nullptr;
ButtonImage ButtonImages[gui::EGBIS_COUNT];
std::array<StyleSpec, StyleSpec::NUM_STATES> Styles;
gui::IGUIFont* OverrideFont = nullptr;
bool OverrideColorEnabled = false;
video::SColor OverrideColor = video::SColor(101,255,255,255);
u32 ClickTime = 0;
u32 HoverTime = 0;
u32 FocusTime = 0;
bool ClickShiftState = false;
bool ClickControlState = false;
bool IsPushButton = false;
bool Pressed = false;
bool UseAlphaChannel = false;
bool DrawBorder = true;
bool ScaleImage = false;
video::SColor Colors[4];
// PATCH
bool WasHovered = false;
bool WasFocused = false;
ISimpleTextureSource *TSrc;
gui::IGUIStaticText *StaticText;
core::rect<s32> BgMiddle;
core::rect<s32> Padding;
core::vector2d<s32> ContentOffset;
video::SColor BgColor = video::SColor(0xFF,0xFF,0xFF,0xFF);
// END PATCH
};