/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CButton.h"
#include "gui/CGUI.h"
#include "gui/CGUIColor.h"
#include "gui/CGUIText.h"
CButton::CButton(CGUI& pGUI)
: IGUIObject(pGUI),
IGUIButtonBehavior(*static_cast(this)),
IGUITextOwner(*static_cast(this)),
m_BufferZone(),
m_CellID(),
m_Caption(),
m_Font(),
m_Sprite(),
m_SpriteOver(),
m_SpritePressed(),
m_SpriteDisabled(),
m_TextAlign(),
m_TextVAlign(),
m_TextColor(),
m_TextColorOver(),
m_TextColorPressed(),
m_TextColorDisabled()
{
RegisterSetting("buffer_zone", m_BufferZone);
RegisterSetting("cell_id", m_CellID);
RegisterSetting("caption", m_Caption);
RegisterSetting("font", m_Font);
RegisterSetting("sprite", m_Sprite);
RegisterSetting("sprite_over", m_SpriteOver);
RegisterSetting("sprite_pressed", m_SpritePressed);
RegisterSetting("sprite_disabled", m_SpriteDisabled);
RegisterSetting("text_align", m_TextAlign);
RegisterSetting("text_valign", m_TextVAlign);
RegisterSetting("textcolor", m_TextColor);
RegisterSetting("textcolor_over", m_TextColorOver);
RegisterSetting("textcolor_pressed", m_TextColorPressed);
RegisterSetting("textcolor_disabled", m_TextColorDisabled);
AddText();
}
CButton::~CButton()
{
}
void CButton::SetupText()
{
ENSURE(m_GeneratedTexts.size() == 1);
m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, m_CachedActualSize.GetWidth(), m_BufferZone, this);
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
}
void CButton::ResetStates()
{
IGUIObject::ResetStates();
IGUIButtonBehavior::ResetStates();
}
void CButton::UpdateCachedSize()
{
IGUIObject::UpdateCachedSize();
IGUITextOwner::UpdateCachedSize();
}
void CButton::HandleMessage(SGUIMessage& Message)
{
IGUIObject::HandleMessage(Message);
IGUIButtonBehavior::HandleMessage(Message);
IGUITextOwner::HandleMessage(Message);
}
void CButton::Draw()
{
const float bz = GetBufferedZ();
m_pGUI.DrawSprite(
GetButtonSprite(m_Sprite, m_SpriteOver, m_SpritePressed, m_SpriteDisabled),
m_CellID,
bz,
m_CachedActualSize);
DrawText(0, ChooseColor(), m_TextPos, bz + 0.1f);
}
const CGUIColor& CButton::ChooseColor()
{
if (!m_Enabled)
return m_TextColorDisabled || m_TextColor;
if (!m_MouseHovering)
return m_TextColor;
if (m_Pressed)
return m_TextColorPressed || m_TextColor;
return m_TextColorOver || m_TextColor;
}