0ad/source/gui/IGUIButtonBehavior.h
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

111 lines
3.2 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/>.
*/
/*
GUI Object Base - Button Behavior
--Overview--
Interface class that enhance the IGUIObject with
buttony behavior (click and release to click a button),
and the GUI message GUIM_PRESSED.
When creating a class with extended settings and
buttony behavior, just do a multiple inheritance.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_IGUIBUTTONBEHAVIOR
#define INCLUDED_IGUIBUTTONBEHAVIOR
#include "gui/GUI.h"
class CGUISpriteInstance;
/**
* Appends button behaviours to the IGUIObject.
* Can be used with multiple inheritance alongside
* IGUISettingsObject and such.
*
* @see IGUIObject
*/
class IGUIButtonBehavior : virtual public IGUIObject
{
public:
IGUIButtonBehavior();
virtual ~IGUIButtonBehavior();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* This is a function that lets a button being drawn,
* it regards if it's over, disabled, pressed and such.
* You input sprite names and area and it'll output
* it accordingly.
*
* This class is meant to be used manually in Draw()
*
* @param rect Rectangle in which the sprite should be drawn
* @param z Z-value
* @param sprite Sprite drawn when not pressed, hovered or disabled
* @param sprite_over Sprite drawn when m_MouseHovering is true
* @param sprite_pressed Sprite drawn when m_Pressed is true
* @param sprite_disabled Sprite drawn when "enabled" is false
* @param cell_id Identifies the icon to be used (if the sprite contains
* cell-using images)
*/
void DrawButton(const CRect& rect, const float& z, CGUISpriteInstance& sprite, CGUISpriteInstance& sprite_over, CGUISpriteInstance& sprite_pressed, CGUISpriteInstance& sprite_disabled, int cell_id);
/**
* Choosing which color of the following according to object enabled/hovered/pressed status:
* textcolor_disabled -- disabled
* textcolor_pressed -- pressed
* textcolor_over -- hovered
*/
CGUIColor ChooseColor();
protected:
/**
* @see IGUIObject#ResetStates()
*/
virtual void ResetStates()
{
// Notify the gui that we aren't hovered anymore
UpdateMouseOver(NULL);
m_Pressed = false;
m_PressedRight = false;
}
/**
* Everybody knows how a button works, you don't simply press it,
* you have to first press the button, and then release it...
* in between those two steps you can actually leave the button
* area, as long as you release it within the button area... Anyway
* this lets us know we are done with step one (clicking).
*/
bool m_Pressed;
bool m_PressedRight;
};
#endif // INCLUDED_IGUIBUTTONBEHAVIOR