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344 lines
11 KiB
C++
344 lines
11 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IrrCompileConfig.h"
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#include <IGUIStaticText.h>
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#include "irrlicht_changes/static_text.h"
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#include "IGUIButton.h"
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#include "IGUISpriteBank.h"
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#include "ITexture.h"
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#include "SColor.h"
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#include "guiSkin.h"
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#include "StyleSpec.h"
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using namespace irr;
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)
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namespace irr { namespace gui {
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//! State of buttons used for drawing texture images.
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//! Note that only a single state is active at a time
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//! Also when no image is defined for a state it will use images from another state
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//! and if that state is not set from the replacement for that,etc.
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//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
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enum EGUI_BUTTON_IMAGE_STATE {
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//! When no other states have images they will all use this one.
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EGBIS_IMAGE_UP,
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//! When not set EGBIS_IMAGE_UP is used.
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EGBIS_IMAGE_UP_MOUSEOVER,
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//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
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EGBIS_IMAGE_UP_FOCUSED,
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//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
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EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
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//! When not set EGBIS_IMAGE_UP is used.
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EGBIS_IMAGE_DOWN,
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//! When not set EGBIS_IMAGE_DOWN is used.
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EGBIS_IMAGE_DOWN_MOUSEOVER,
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//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
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EGBIS_IMAGE_DOWN_FOCUSED,
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//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
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EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
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//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
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EGBIS_IMAGE_DISABLED,
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//! not used, counts the number of enumerated items
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EGBIS_COUNT
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};
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//! Names for gui button image states
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const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] =
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{
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"Image", // not "ImageUp" as it otherwise breaks serialization of old files
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"ImageUpOver",
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"ImageUpFocused",
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"ImageUpFocusedOver",
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"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
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"ImageDownOver",
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"ImageDownFocused",
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"ImageDownFocusedOver",
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"ImageDisabled",
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0 // count
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};
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}}
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#endif
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class ISimpleTextureSource;
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class GUIButton : public gui::IGUIButton
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{
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public:
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//! constructor
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GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,
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s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc,
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bool noclip=false);
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//! destructor
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virtual ~GUIButton();
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//! called if an event happened.
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virtual bool OnEvent(const SEvent& event) override;
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//! draws the element and its children
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virtual void draw() override;
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//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
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virtual void setOverrideFont(gui::IGUIFont* font=0) override;
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//! Gets the override font (if any)
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virtual gui::IGUIFont* getOverrideFont() const override;
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//! Get the font which is used right now for drawing
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virtual gui::IGUIFont* getActiveFont() const override;
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//! Sets another color for the button text.
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virtual void setOverrideColor(video::SColor color);
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//! Gets the override color
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virtual video::SColor getOverrideColor(void) const;
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//! Sets if the button text should use the override color or the color in the gui skin.
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virtual void enableOverrideColor(bool enable);
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//! Checks if an override color is enabled
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virtual bool isOverrideColorEnabled(void) const;
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// PATCH
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//! Sets an image which should be displayed on the button when it is in the given state.
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virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state,
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video::ITexture* image=nullptr,
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const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0));
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//! Sets an image which should be displayed on the button when it is in normal state.
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virtual void setImage(video::ITexture* image=nullptr) override;
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//! Sets an image which should be displayed on the button when it is in normal state.
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virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) override;
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//! Sets an image which should be displayed on the button when it is in pressed state.
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virtual void setPressedImage(video::ITexture* image=nullptr) override;
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//! Sets an image which should be displayed on the button when it is in pressed state.
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virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) override;
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//! Sets the text displayed by the button
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virtual void setText(const wchar_t* text) override;
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// END PATCH
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//! Sets the sprite bank used by the button
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virtual void setSpriteBank(gui::IGUISpriteBank* bank=0) override;
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//! Sets the animated sprite for a specific button state
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/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
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\param state: State of the button to set the sprite for
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\param index: The sprite number from the current sprite bank
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\param color: The color of the sprite
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*/
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virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
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video::SColor color=video::SColor(255,255,255,255),
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bool loop=false, bool scale=false);
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)
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void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop) override {
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setSprite(state, index, color, loop, false);
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}
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#endif
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//! Get the sprite-index for the given state or -1 when no sprite is set
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virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const;
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//! Get the sprite color for the given state. Color is only used when a sprite is set.
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virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const;
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//! Returns if the sprite in the given state does loop
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virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const;
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//! Returns if the sprite in the given state is scaled
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virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const;
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//! Sets if the button should behave like a push button. Which means it
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//! can be in two states: Normal or Pressed. With a click on the button,
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//! the user can change the state of the button.
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virtual void setIsPushButton(bool isPushButton=true) override;
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//! Checks whether the button is a push button
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virtual bool isPushButton() const override;
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//! Sets the pressed state of the button if this is a pushbutton
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virtual void setPressed(bool pressed=true) override;
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//! Returns if the button is currently pressed
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virtual bool isPressed() const override;
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// PATCH
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//! Returns if this element (or one of its direct children) is hovered
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bool isHovered() const;
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// END PATCH
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//! Sets if the button should use the skin to draw its border
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virtual void setDrawBorder(bool border=true) override;
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//! Checks if the button face and border are being drawn
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virtual bool isDrawingBorder() const override;
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//! Sets if the alpha channel should be used for drawing images on the button (default is false)
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virtual void setUseAlphaChannel(bool useAlphaChannel=true) override;
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//! Checks if the alpha channel should be used for drawing images on the button
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virtual bool isAlphaChannelUsed() const override;
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//! Sets if the button should scale the button images to fit
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virtual void setScaleImage(bool scaleImage=true) override;
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//! Checks whether the button scales the used images
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virtual bool isScalingImage() const override;
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//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickShiftState() const
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{
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return ClickShiftState;
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}
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//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickControlState() const
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{
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return ClickControlState;
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}
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//! Writes attributes of the element.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const override;
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//! Reads attributes of the element
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) override;
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void setColor(video::SColor color);
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// PATCH
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//! Set element properties from a StyleSpec corresponding to the button state
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void setFromState();
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//! Set element properties from a StyleSpec
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virtual void setFromStyle(const StyleSpec& style);
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//! Set the styles used for each state
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void setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES>& styles);
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// END PATCH
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//! Do not drop returned handle
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static GUIButton* addButton(gui::IGUIEnvironment *environment,
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const core::rect<s32>& rectangle, ISimpleTextureSource *tsrc,
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IGUIElement* parent, s32 id, const wchar_t* text,
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const wchar_t *tooltiptext=L"");
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protected:
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void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);
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gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
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ISimpleTextureSource *getTextureSource() { return TSrc; }
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struct ButtonImage
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{
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ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
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{
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}
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ButtonImage(const ButtonImage& other) : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
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{
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*this = other;
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}
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~ButtonImage()
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{
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if ( Texture )
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Texture->drop();
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}
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ButtonImage& operator=(const ButtonImage& other)
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{
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if ( this == &other )
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return *this;
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if (other.Texture)
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other.Texture->grab();
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if ( Texture )
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Texture->drop();
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Texture = other.Texture;
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SourceRect = other.SourceRect;
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return *this;
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}
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bool operator==(const ButtonImage& other) const
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{
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return Texture == other.Texture && SourceRect == other.SourceRect;
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}
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video::ITexture* Texture;
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core::rect<s32> SourceRect;
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};
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gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed, const ButtonImage* images) const;
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private:
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struct ButtonSprite
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{
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ButtonSprite() : Index(-1), Loop(false), Scale(false)
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{
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}
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bool operator==(const ButtonSprite& other) const
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{
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return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
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}
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s32 Index;
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video::SColor Color;
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bool Loop;
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bool Scale;
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};
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ButtonSprite ButtonSprites[gui::EGBS_COUNT];
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gui::IGUISpriteBank* SpriteBank;
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ButtonImage ButtonImages[gui::EGBIS_COUNT];
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std::array<StyleSpec, StyleSpec::NUM_STATES> Styles;
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gui::IGUIFont* OverrideFont;
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bool OverrideColorEnabled;
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video::SColor OverrideColor;
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u32 ClickTime, HoverTime, FocusTime;
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bool ClickShiftState;
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bool ClickControlState;
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bool IsPushButton;
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bool Pressed;
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bool UseAlphaChannel;
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bool DrawBorder;
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bool ScaleImage;
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video::SColor Colors[4];
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// PATCH
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bool WasHovered = false;
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ISimpleTextureSource *TSrc;
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gui::IGUIStaticText *StaticText;
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core::rect<s32> BgMiddle;
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core::rect<s32> Padding;
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core::vector2d<s32> ContentOffset;
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video::SColor BgColor;
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// END PATCH
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};
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