mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-09 17:23:50 +01:00
fa0b1cb509
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6172 dfc29bdd-3216-0410-991c-e03cc46cb475
269 lines
11 KiB
C++
269 lines
11 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
|
|
|
|
#ifndef __I_GUI_BUTTON_H_INCLUDED__
|
|
#define __I_GUI_BUTTON_H_INCLUDED__
|
|
|
|
#include "IGUIElement.h"
|
|
|
|
namespace irr
|
|
{
|
|
|
|
namespace video
|
|
{
|
|
class ITexture;
|
|
} // end namespace video
|
|
|
|
namespace gui
|
|
{
|
|
class IGUIFont;
|
|
class IGUISpriteBank;
|
|
|
|
//! Current state of buttons used for drawing sprites.
|
|
//! Note that up to 3 states can be active at the same time:
|
|
//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
|
|
//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
|
|
//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
|
|
enum EGUI_BUTTON_STATE
|
|
{
|
|
//! The button is not pressed.
|
|
EGBS_BUTTON_UP=0,
|
|
//! The button is currently pressed down.
|
|
EGBS_BUTTON_DOWN,
|
|
//! The mouse cursor is over the button
|
|
EGBS_BUTTON_MOUSE_OVER,
|
|
//! The mouse cursor is not over the button
|
|
EGBS_BUTTON_MOUSE_OFF,
|
|
//! The button has the focus
|
|
EGBS_BUTTON_FOCUSED,
|
|
//! The button doesn't have the focus
|
|
EGBS_BUTTON_NOT_FOCUSED,
|
|
//! The button is disabled All other states are ignored in that case.
|
|
EGBS_BUTTON_DISABLED,
|
|
//! not used, counts the number of enumerated items
|
|
EGBS_COUNT
|
|
};
|
|
|
|
//! Names for gui button state icons
|
|
const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
|
|
{
|
|
"buttonUp",
|
|
"buttonDown",
|
|
"buttonMouseOver",
|
|
"buttonMouseOff",
|
|
"buttonFocused",
|
|
"buttonNotFocused",
|
|
"buttonDisabled",
|
|
0 // count
|
|
};
|
|
|
|
//! State of buttons used for drawing texture images.
|
|
//! Note that only a single state is active at a time
|
|
//! Also when no image is defined for a state it will use images from another state
|
|
//! and if that state is not set from the replacement for that,etc.
|
|
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
|
|
enum EGUI_BUTTON_IMAGE_STATE
|
|
{
|
|
//! When no other states have images they will all use this one.
|
|
EGBIS_IMAGE_UP,
|
|
//! When not set EGBIS_IMAGE_UP is used.
|
|
EGBIS_IMAGE_UP_MOUSEOVER,
|
|
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
|
|
EGBIS_IMAGE_UP_FOCUSED,
|
|
//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
|
|
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
|
|
//! When not set EGBIS_IMAGE_UP is used.
|
|
EGBIS_IMAGE_DOWN,
|
|
//! When not set EGBIS_IMAGE_DOWN is used.
|
|
EGBIS_IMAGE_DOWN_MOUSEOVER,
|
|
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
|
|
EGBIS_IMAGE_DOWN_FOCUSED,
|
|
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
|
|
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
|
|
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
|
|
EGBIS_IMAGE_DISABLED,
|
|
//! not used, counts the number of enumerated items
|
|
EGBIS_COUNT
|
|
};
|
|
|
|
//! Names for gui button image states
|
|
const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
|
|
{
|
|
"Image", // not "ImageUp" as it otherwise breaks serialization of old files
|
|
"ImageUpOver",
|
|
"ImageUpFocused",
|
|
"ImageUpFocusedOver",
|
|
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
|
|
"ImageDownOver",
|
|
"ImageDownFocused",
|
|
"ImageDownFocusedOver",
|
|
"ImageDisabled",
|
|
0 // count
|
|
};
|
|
|
|
//! GUI Button interface.
|
|
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
|
\li EGET_BUTTON_CLICKED
|
|
*/
|
|
class IGUIButton : public IGUIElement
|
|
{
|
|
public:
|
|
|
|
//! constructor
|
|
IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
|
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
|
|
|
|
//! Sets another skin independent font.
|
|
/** If this is set to zero, the button uses the font of the skin.
|
|
\param font: New font to set. */
|
|
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
|
|
|
//! Gets the override font (if any)
|
|
/** \return The override font (may be 0) */
|
|
virtual IGUIFont* getOverrideFont(void) const = 0;
|
|
|
|
//! Get the font which is used right now for drawing
|
|
/** Currently this is the override font when one is set and the
|
|
font of the active skin otherwise */
|
|
virtual IGUIFont* getActiveFont() const = 0;
|
|
|
|
//! Sets another color for the button text.
|
|
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
|
|
You don't need to call enableOverrideColor(true), that's done by this function.
|
|
If you want the the color of the skin back, call enableOverrideColor(false);
|
|
\param color: New color of the text. */
|
|
virtual void setOverrideColor(video::SColor color) = 0;
|
|
|
|
//! Gets the override color
|
|
/** \return: The override color */
|
|
virtual video::SColor getOverrideColor(void) const = 0;
|
|
|
|
//! Gets the currently used text color
|
|
/** Either a skin-color for the current state or the override color */
|
|
virtual video::SColor getActiveColor() const = 0;
|
|
|
|
//! Sets if the button text should use the override color or the color in the gui skin.
|
|
/** \param enable: If set to true, the override color, which can be set
|
|
with IGUIStaticText::setOverrideColor is used, otherwise the
|
|
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
|
|
virtual void enableOverrideColor(bool enable) = 0;
|
|
|
|
//! Checks if an override color is enabled
|
|
/** \return true if the override color is enabled, false otherwise */
|
|
virtual bool isOverrideColorEnabled(void) const = 0;
|
|
|
|
//! Sets an image which should be displayed on the button when it is in the given state.
|
|
/** Only one image-state can be active at a time. Images are drawn below sprites.
|
|
If a state is without image it will try to use images from other states as described
|
|
in ::EGUI_BUTTON_IMAGE_STATE.
|
|
Images are a little less flexible than sprites, but easier to use.
|
|
\param state: One of ::EGUI_BUTTON_IMAGE_STATE
|
|
\param image: Image to be displayed or NULL to remove the image
|
|
\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
|
|
virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
|
|
|
|
//! Sets an image which should be displayed on the button when it is in normal state.
|
|
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
|
|
\param image: Image to be displayed */
|
|
virtual void setImage(video::ITexture* image=0) = 0;
|
|
|
|
//! Sets a background image for the button when it is in normal state.
|
|
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
|
|
\param image: Texture containing the image to be displayed
|
|
\param sourceRect: Position in the texture, where the image is located.
|
|
When width or height are 0 then the full texture-size is used */
|
|
virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
|
|
|
//! Sets a background image for the button when it is in pressed state.
|
|
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
|
|
If no images is specified for the pressed state via
|
|
setPressedImage(), this image is also drawn in pressed state.
|
|
\param image: Image to be displayed */
|
|
virtual void setPressedImage(video::ITexture* image=0) = 0;
|
|
|
|
//! Sets an image which should be displayed on the button when it is in pressed state.
|
|
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
|
|
\param image: Texture containing the image to be displayed
|
|
\param sourceRect: Position in the texture, where the image is located */
|
|
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
|
|
|
|
|
//! Sets the sprite bank used by the button
|
|
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
|
|
Which means after loading the gui you still have to set the spritebank manually. */
|
|
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
|
|
|
|
//! Sets the animated sprite for a specific button state
|
|
/** Several sprites can be drawn at the same time.
|
|
Sprites can be animated.
|
|
Sprites are drawn above the images.
|
|
\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
|
|
\param loop: True if the animation should loop, false if not
|
|
\param scale: True if the sprite should scale to button size, false if not */
|
|
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
|
|
video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
|
|
|
|
//! Get the sprite-index for the given state or -1 when no sprite is set
|
|
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
|
|
|
|
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
|
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
|
|
|
|
//! Returns if the sprite in the given state does loop
|
|
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
|
|
|
|
//! Returns if the sprite in the given state is scaled
|
|
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
|
|
|
|
//! 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) = 0;
|
|
|
|
//! Sets the pressed state of the button if this is a pushbutton
|
|
virtual void setPressed(bool pressed=true) = 0;
|
|
|
|
//! Returns if the button is currently pressed
|
|
virtual bool isPressed() const = 0;
|
|
|
|
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
|
|
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
|
|
|
|
//! Returns if the alpha channel should be used for drawing background images on the button
|
|
virtual bool isAlphaChannelUsed() const = 0;
|
|
|
|
//! Returns whether the button is a push button
|
|
virtual bool isPushButton() const = 0;
|
|
|
|
//! Sets if the button should use the skin to draw its border and button face (default is true)
|
|
virtual void setDrawBorder(bool border=true) = 0;
|
|
|
|
//! Returns if the border and button face are being drawn using the skin
|
|
virtual bool isDrawingBorder() const = 0;
|
|
|
|
//! Sets if the button should scale the button images to fit
|
|
virtual void setScaleImage(bool scaleImage=true) = 0;
|
|
|
|
//! Checks whether the button scales the used images
|
|
virtual bool isScalingImage() const = 0;
|
|
|
|
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
|
/** Generated together with event, so info is available in the event-receiver. */
|
|
virtual bool getClickShiftState() const = 0;
|
|
|
|
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
|
/** Generated together with event, so info is available in the event-receiver. */
|
|
virtual bool getClickControlState() const = 0;
|
|
};
|
|
|
|
|
|
} // end namespace gui
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|