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Avoids one or two dozen unoptimizable string copies and two CPos copies, mostly in SetupText. The reference return allows to mark values as const where the previous one prevented that. This also reveals unused variables where the previous code hid them. Thus use unused variable "buffer_zone" in the otherwise unused (sinceb1422137e5, refs0f807c643a) CCheckBox::SetupText() fromb5f6d19332and use the unused variable "scrollbar" in CInput GUIM_MOUSE_PRESS_LEFT from4113aa0a36. Refs unintentionally copied DrawCall cache due to GetSetting copying inc19f3608a5, fixed in8f4f8e240f. Differential Revision: https://code.wildfiregames.com/D2215 This was SVN commit r22765.
153 lines
3.6 KiB
C++
153 lines
3.6 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GUI.h"
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#include "ps/CLogger.h"
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IGUIButtonBehavior::IGUIButtonBehavior(CGUI& pGUI)
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: IGUIObject(pGUI), m_Pressed(false)
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{
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}
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IGUIButtonBehavior::~IGUIButtonBehavior()
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{
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}
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void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
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{
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const bool enabled = GUI<bool>::GetSetting(this, "enabled");
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CStrW soundPath;
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// TODO Gee: easier access functions
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switch (Message.type)
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{
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case GUIM_MOUSE_ENTER:
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if (enabled)
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PlaySound("sound_enter");
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break;
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case GUIM_MOUSE_LEAVE:
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if (enabled)
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PlaySound("sound_leave");
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break;
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case GUIM_MOUSE_DBLCLICK_LEFT:
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if (!enabled)
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break;
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// Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a
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// doubleclick event, we let it handle playing sounds.
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SendEvent(GUIM_DOUBLE_PRESSED, "doublepress");
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break;
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case GUIM_MOUSE_PRESS_LEFT:
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if (!enabled)
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{
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PlaySound("sound_disabled");
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break;
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}
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PlaySound("sound_pressed");
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SendEvent(GUIM_PRESSED, "press");
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m_Pressed = true;
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break;
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case GUIM_MOUSE_DBLCLICK_RIGHT:
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if (!enabled)
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break;
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// Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a
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// doubleclick event, we let it handle playing sounds.
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SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright");
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break;
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case GUIM_MOUSE_PRESS_RIGHT:
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if (!enabled)
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{
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PlaySound("sound_disabled");
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break;
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}
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// Button was right-clicked
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PlaySound("sound_pressed");
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SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
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m_PressedRight = true;
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break;
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case GUIM_MOUSE_RELEASE_RIGHT:
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if (!enabled)
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break;
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if (m_PressedRight)
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{
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m_PressedRight = false;
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PlaySound("sound_released");
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}
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break;
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case GUIM_MOUSE_RELEASE_LEFT:
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if (!enabled)
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break;
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if (m_Pressed)
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{
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m_Pressed = false;
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PlaySound("sound_released");
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}
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break;
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default:
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break;
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}
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}
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const CGUIColor& IGUIButtonBehavior::ChooseColor()
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{
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// Yes, the object must possess these settings. They are standard
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const CGUIColor& color = GUI<CGUIColor>::GetSetting(this, "textcolor");
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if (!GUI<bool>::GetSetting(this, "enabled"))
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return GUI<CGUIColor>::GetSetting(this, "textcolor_disabled") || color;
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if (m_MouseHovering)
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{
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if (m_Pressed)
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return GUI<CGUIColor>::GetSetting(this, "textcolor_pressed") || color;
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else
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return GUI<CGUIColor>::GetSetting(this, "textcolor_over") || color;
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}
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return color;
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}
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void IGUIButtonBehavior::DrawButton(const CRect& rect, const float& z, CGUISpriteInstance& sprite, CGUISpriteInstance& sprite_over, CGUISpriteInstance& sprite_pressed, CGUISpriteInstance& sprite_disabled, int cell_id)
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{
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if (!GUI<bool>::GetSetting(this, "enabled"))
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m_pGUI.DrawSprite(sprite_disabled || sprite, cell_id, z, rect);
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else if (m_MouseHovering)
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{
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if (m_Pressed)
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m_pGUI.DrawSprite(sprite_pressed || sprite, cell_id, z, rect);
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else
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m_pGUI.DrawSprite(sprite_over || sprite, cell_id, z, rect);
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}
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else
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m_pGUI.DrawSprite(sprite, cell_id, z, rect);
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}
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