colobot/src/ui/button.cpp

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "ui/button.h"
#include "common/event.h"
#include "common/misc.h"
#include "common/restext.h"
#include "graphics/engine/engine.h"
#include <string.h>
namespace Ui {
const float DELAY1 = 0.4f;
const float DELAY2 = 0.1f;
// Object's constructor.
CButton::CButton() : CControl()
{
m_bCapture = false;
m_bImmediat = false;
m_bRepeat = false;
m_repeat = 0.0f;
}
// Object's destructor.
CButton::~CButton()
{
}
// Creates a new button.
bool CButton::Create(Math::Point pos, Math::Point dim, int icon, EventType eventType)
{
if ( eventType == EVENT_NULL ) eventType = GetUniqueEventType();
CControl::Create(pos, dim, icon, eventType);
if ( icon == -1 )
{
std::string name = GetResourceName(eventType);
SetName(name);
}
return true;
}
// Management of an event.
bool CButton::EventProcess(const Event &event)
{
if ( (m_state & STATE_VISIBLE) == 0 ) return true;
if ( m_state & STATE_DEAD ) return true;
CControl::EventProcess(event);
if ( event.type == EVENT_FRAME )
{
if ( m_bRepeat && m_repeat != 0.0f )
{
m_repeat -= event.rTime;
if ( m_repeat <= 0.0f )
{
m_repeat = DELAY2;
Event newEvent = event;
newEvent.type = m_eventType;
m_event->AddEvent(newEvent);
return false;
}
}
}
if ( event.type == EVENT_MOUSE_BUTTON_DOWN &&
event.mouseButton.button == MOUSE_BUTTON_LEFT &&
(m_state & STATE_VISIBLE) &&
(m_state & STATE_ENABLE) )
{
if ( CControl::Detect(event.mousePos) )
{
m_bCapture = true;
m_repeat = DELAY1;
if ( m_bImmediat || m_bRepeat )
{
Event newEvent = event;
newEvent.type = m_eventType;
m_event->AddEvent(newEvent);
}
return false;
}
}
if ( event.type == EVENT_MOUSE_MOVE && m_bCapture )
{
}
if ( event.type == EVENT_MOUSE_BUTTON_UP && //left
event.mouseButton.button == MOUSE_BUTTON_LEFT &&
m_bCapture )
{
if ( CControl::Detect(event.mousePos) )
{
if ( !m_bImmediat && !m_bRepeat )
{
Event newEvent = event;
newEvent.type = m_eventType;
m_event->AddEvent(newEvent);
}
}
m_bCapture = false;
m_repeat = 0.0f;
}
return true;
}
// Draw button.
void CButton::Draw()
{
Math::Point pos, dim, uv1, uv2;
#if !_NEWLOOK
float dp;
#endif
if ( (m_state & STATE_VISIBLE) == 0 ) return;
if ( m_state & STATE_WARNING ) // shading yellow-black?
{
pos.x = m_pos.x - ( 8.0f / 640.0f);
pos.y = m_pos.y - ( 4.0f / 480.0f);
dim.x = m_dim.x + (16.0f / 640.0f);
dim.y = m_dim.y + ( 8.0f / 480.0f);
if ( m_state & STATE_SHADOW )
{
DrawShadow(pos, dim);
}
DrawWarning(pos, dim);
}
if ( m_state & STATE_SHADOW )
{
DrawShadow(m_pos, m_dim);
}
CControl::Draw();
#if !_NEWLOOK
if ( m_name[0] != 0 && // button with the name?
(m_state & STATE_CARD ) == 0 &&
(m_state & STATE_SIMPLY) == 0 )
{
m_engine->SetTexture("textures/interface/button2.png");
m_engine->SetState(Gfx::ENG_RSTATE_NORMAL);
dp = 0.5f / 256.0f;
uv1.x = 128.0f / 256.0f;
uv1.y = 96.0f / 256.0f;
uv2.x = 136.0f / 256.0f;
uv2.y = 128.0f / 256.0f;
if ( (m_state & STATE_ENABLE) == 0 )
{
uv1.x += 16.0f / 256.0f;
uv2.x += 16.0f / 256.0f;
}
uv1.x += dp;
uv1.y += dp;
uv2.x -= dp;
uv2.y -= dp;
pos.y = m_pos.y + 5.0f / 480.0f;
dim.y = m_dim.y - 10.0f / 480.0f;
pos.x = m_pos.x + 5.0f / 640.0f;
dim.x = 3.0f / 640.0f;
DrawIcon(pos, dim, uv1, uv2, 0.0f);
uv1.x += 8.0f / 256.0f;
uv2.x += 8.0f / 256.0f;
pos.x = m_pos.x + m_dim.x - 5.0f / 640.0f - 3.0f / 640.0f;
DrawIcon(pos, dim, uv1, uv2, 0.0f);
}
#endif
}
// Management of immediate mode, which sends the event "press"
// before the mouse button is released.
void CButton::SetImmediat(bool bImmediat)
{
m_bImmediat = bImmediat;
}
bool CButton::GetImmediat()
{
return m_bImmediat;
}
// Mode management "autorepeat", when the button
// mouse is held down.
void CButton::SetRepeat(bool bRepeat)
{
m_bRepeat = bRepeat;
}
bool CButton::GetRepeat()
{
return m_bRepeat;
}
}