0ad/source/gui/CButton.cpp
elexis 415939b59b Introduce CGUIColor type inheriting Color type and switch the GUI to exclusively use that.
The type differs from the Color type, because contrary to Color, it can
be created from a color predefined in the GUI page (such as "yellow").
Move this predefined color check to the new class instead of hardcoding
it in FromJSVal / ToJSVal, GUIUtil, JSInterface_IGUIObject and to
straighten the latter.

Delete fov_wedge_color from Minimap, unused since introduction in
5275dc862b.

This was SVN commit r22558.
2019-07-26 18:57:28 +00:00

121 lines
3.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CButton.h"
#include "gui/CGUIColor.h"
#include "lib/ogl.h"
CButton::CButton()
{
AddSetting(GUIST_float, "buffer_zone");
AddSetting(GUIST_CGUIString, "caption");
AddSetting(GUIST_int, "cell_id");
AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_CStrW, "sound_disabled");
AddSetting(GUIST_CStrW, "sound_enter");
AddSetting(GUIST_CStrW, "sound_leave");
AddSetting(GUIST_CStrW, "sound_pressed");
AddSetting(GUIST_CStrW, "sound_released");
AddSetting(GUIST_CGUISpriteInstance, "sprite");
AddSetting(GUIST_CGUISpriteInstance, "sprite_over");
AddSetting(GUIST_CGUISpriteInstance, "sprite_pressed");
AddSetting(GUIST_CGUISpriteInstance, "sprite_disabled");
AddSetting(GUIST_EAlign, "text_align");
AddSetting(GUIST_EVAlign, "text_valign");
AddSetting(GUIST_CGUIColor, "textcolor");
AddSetting(GUIST_CGUIColor, "textcolor_over");
AddSetting(GUIST_CGUIColor, "textcolor_pressed");
AddSetting(GUIST_CGUIColor, "textcolor_disabled");
AddSetting(GUIST_CStrW, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
// Add text
AddText(new SGUIText());
}
CButton::~CButton()
{
}
void CButton::SetupText()
{
if (!GetGUI())
return;
ENSURE(m_GeneratedTexts.size() == 1);
CStrW font;
if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
// Use the default if none is specified
// TODO Gee: (2004-08-14) Default should not be hard-coded, but be in styles!
font = L"default";
CGUIString caption;
GUI<CGUIString>::GetSetting(this, "caption", caption);
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(caption, font, m_CachedActualSize.GetWidth(), buffer_zone, this);
CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
}
void CButton::HandleMessage(SGUIMessage& Message)
{
// Important
IGUIButtonBehavior::HandleMessage(Message);
IGUITextOwner::HandleMessage(Message);
}
void CButton::Draw()
{
float bz = GetBufferedZ();
CGUISpriteInstance* sprite;
CGUISpriteInstance* sprite_over;
CGUISpriteInstance* sprite_pressed;
CGUISpriteInstance* sprite_disabled;
int cell_id;
// Statically initialise some strings, so we don't have to do
// lots of allocation every time this function is called
static const CStr strSprite("sprite");
static const CStr strSpriteOver("sprite_over");
static const CStr strSpritePressed("sprite_pressed");
static const CStr strSpriteDisabled("sprite_disabled");
static const CStr strCellId("cell_id");
GUI<CGUISpriteInstance>::GetSettingPointer(this, strSprite, sprite);
GUI<CGUISpriteInstance>::GetSettingPointer(this, strSpriteOver, sprite_over);
GUI<CGUISpriteInstance>::GetSettingPointer(this, strSpritePressed, sprite_pressed);
GUI<CGUISpriteInstance>::GetSettingPointer(this, strSpriteDisabled, sprite_disabled);
GUI<int>::GetSetting(this, strCellId, cell_id);
DrawButton(m_CachedActualSize,
bz,
*sprite,
*sprite_over,
*sprite_pressed,
*sprite_disabled,
cell_id);
CGUIColor color = ChooseColor();
DrawText(0, color, m_TextPos, bz+0.1f);
}