mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 05:44:08 -07:00
a8f48ff7e0introduced XeroXMB lowercasing of element and attribute names as a feature.cf9d8b9797,4d390f501c,dda6268466added bugfixes and TODOs because of that.f76d0ffdc6,44fe226dd2removed the XeroXMB lowercase feature. This patch removes the lowercasing GUI bugfixes that don't fix any bug anymore while increasing code complexity and lowering performance (string copies). Do not send mouse coordinates objects for events that do not relate to the mouse. Store event names in static const members to: (1) improve performance, ensuring that the CStr is not reconstructed every call, (2) obtain compile errors when misspelling event names, (3) allow reuse of the strings in inherited and friend classes. Differential Revision: https://code.wildfiregames.com/D2445 Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log This was SVN commit r23403.
98 lines
2.9 KiB
C++
98 lines
2.9 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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/*
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Interface class that enhance the IGUIObject with
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buttony behavior (click and release to click a button),
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and the GUI message GUIM_PRESSED.
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When creating a class with extended settings and
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buttony behavior, just do a multiple inheritance.
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*/
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#ifndef INCLUDED_IGUIBUTTONBEHAVIOR
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#define INCLUDED_IGUIBUTTONBEHAVIOR
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#include "gui/ObjectBases/IGUIObject.h"
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class CGUISpriteInstance;
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/**
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* Appends button behaviours to the IGUIObject.
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* Can be used with multiple inheritance alongside
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* IGUISettingsObject and such.
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*/
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class IGUIButtonBehavior
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{
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NONCOPYABLE(IGUIButtonBehavior);
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public:
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IGUIButtonBehavior(IGUIObject& pObject);
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virtual ~IGUIButtonBehavior();
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/**
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* @see IGUIObject#HandleMessage()
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*/
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virtual void HandleMessage(SGUIMessage& Message);
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/**
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* This is a function that lets a button being drawn,
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* it regards if it's over, disabled, pressed and such.
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*
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* @param sprite Sprite drawn when not pressed, hovered or disabled
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* @param sprite_over Sprite drawn when m_MouseHovering is true
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* @param sprite_pressed Sprite drawn when m_Pressed is true
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* @param sprite_disabled Sprite drawn when "enabled" is false
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*/
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const CGUISpriteInstance& GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const;
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protected:
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static const CStr EventNamePress;
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static const CStr EventNamePressRight;
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static const CStr EventNameDoublePress;
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static const CStr EventNameDoublePressRight;
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/**
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* @see IGUIObject#ResetStates()
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*/
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virtual void ResetStates();
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/**
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* Everybody knows how a button works, you don't simply press it,
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* you have to first press the button, and then release it...
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* in between those two steps you can actually leave the button
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* area, as long as you release it within the button area... Anyway
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* this lets us know we are done with step one (clicking).
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*/
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bool m_Pressed;
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bool m_PressedRight;
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// Settings
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CStrW m_SoundDisabled;
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CStrW m_SoundEnter;
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CStrW m_SoundLeave;
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CStrW m_SoundPressed;
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CStrW m_SoundReleased;
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private:
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/**
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* Reference to the IGUIObject.
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* Private, because we don't want to inherit it in multiple classes.
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*/
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IGUIObject& m_pObject;
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};
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#endif // INCLUDED_IGUIBUTTONBEHAVIOR
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