irrlicht/source/Irrlicht/CGUIButton.h
JosiahWI 59fc4401f1 Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
2022-10-15 01:09:09 +02:00

251 lines
7.3 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 __C_GUI_BUTTON_H_INCLUDED__
#define __C_GUI_BUTTON_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_
#include "IGUIButton.h"
#include "IGUISpriteBank.h"
#include "ITexture.h"
#include "SColor.h"
namespace irr
{
namespace gui
{
class CGUIButton : public IGUIButton
{
public:
//! constructor
CGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle, bool noclip=false);
//! destructor
virtual ~CGUIButton();
//! called if an event happened.
bool OnEvent(const SEvent& event) override;
//! draws the element and its children
void draw() override;
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
void setOverrideFont(IGUIFont* font=0) override;
//! Gets the override font (if any)
IGUIFont* getOverrideFont() const override;
//! Get the font which is used right now for drawing
IGUIFont* getActiveFont() const override;
//! Sets another color for the button text.
void setOverrideColor(video::SColor color) override;
//! Gets the override color
video::SColor getOverrideColor(void) const override;
//! Gets the currently used text color
video::SColor getActiveColor() const override;
//! Sets if the button text should use the override color or the color in the gui skin.
void enableOverrideColor(bool enable) override;
//! Checks if an override color is enabled
bool isOverrideColorEnabled(void) const override;
//! Sets an image which should be displayed on the button when it is in the given state.
void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, 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.
void setImage(video::ITexture* image=0) override
{
setImage(EGBIS_IMAGE_UP, image);
}
//! Sets an image which should be displayed on the button when it is in normal state.
void setImage(video::ITexture* image, const core::rect<s32>& pos) override
{
setImage(EGBIS_IMAGE_UP, image, pos);
}
//! Sets an image which should be displayed on the button when it is in pressed state.
void setPressedImage(video::ITexture* image=0) override
{
setImage(EGBIS_IMAGE_DOWN, image);
}
//! Sets an image which should be displayed on the button when it is in pressed state.
void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) override
{
setImage(EGBIS_IMAGE_DOWN, image, pos);
}
//! Sets the sprite bank used by the button
void setSpriteBank(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(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
s32 getSpriteIndex(EGUI_BUTTON_STATE state) const override;
//! Get the sprite color for the given state. Color is only used when a sprite is set.
video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const override;
//! Returns if the sprite in the given state does loop
bool getSpriteLoop(EGUI_BUTTON_STATE state) const override;
//! Returns if the sprite in the given state is scaled
bool getSpriteScale(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.
void setIsPushButton(bool isPushButton=true) override;
//! Checks whether the button is a push button
bool isPushButton() const override;
//! Sets the pressed state of the button if this is a pushbutton
void setPressed(bool pressed=true) override;
//! Returns if the button is currently pressed
bool isPressed() const override;
//! Sets if the button should use the skin to draw its border
void setDrawBorder(bool border=true) override;
//! Checks if the button face and border are being drawn
bool isDrawingBorder() const override;
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
void setUseAlphaChannel(bool useAlphaChannel=true) override;
//! Checks if the alpha channel should be used for drawing images on the button
bool isAlphaChannelUsed() const override;
//! Sets if the button should scale the button images to fit
void setScaleImage(bool scaleImage=true) override;
//! Checks whether the button scales the used images
bool isScalingImage() const override;
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
bool getClickShiftState() const override
{
return ClickShiftState;
}
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
bool getClickControlState() const override
{
return ClickControlState;
}
protected:
void drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
private:
struct ButtonSprite
{
ButtonSprite() : Index(-1), Loop(false), Scale(false)
{
}
bool operator==(const ButtonSprite& other) const
{
return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
}
s32 Index;
video::SColor Color;
bool Loop;
bool Scale;
};
ButtonSprite ButtonSprites[EGBS_COUNT];
IGUISpriteBank* SpriteBank;
struct ButtonImage
{
ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
{
}
ButtonImage(const ButtonImage& other) : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
{
*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;
core::rect<s32> SourceRect;
};
ButtonImage ButtonImages[EGBIS_COUNT];
IGUIFont* OverrideFont;
bool OverrideColorEnabled;
video::SColor OverrideColor;
u32 ClickTime, HoverTime, FocusTime;
bool ClickShiftState;
bool ClickControlState;
bool IsPushButton;
bool Pressed;
bool UseAlphaChannel;
bool DrawBorder;
bool ScaleImage;
};
} // end namespace gui
} // end namespace irr
#endif // _IRR_COMPILE_WITH_GUI_
#endif // __C_GUI_BUTTON_H_INCLUDED__