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Remove workaround in 3d07327837 / D2136, the pointer from IGUIObject to
IGUITextOwner that avoided the dynamic_cast.
Have the GUIObject implementing class take responsibility of calling the
virtual methods in the base classes.
Leaves the code in a clean state that can serve as an example for new
GUI object classes, such as D1346, refs #4683.
Differential Revision: https://code.wildfiregames.com/D2325
Comments By: Vladislav on IRC 2019-07-30, 2019-08-22, 2019-09-20-23
Tested on: clang 8.0.1, Jenkins
This was SVN commit r23020.
119 lines
3 KiB
C++
119 lines
3 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 "CButton.h"
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#include "gui/CGUI.h"
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#include "gui/CGUIColor.h"
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#include "gui/CGUIText.h"
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CButton::CButton(CGUI& pGUI)
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: IGUIObject(pGUI),
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IGUIButtonBehavior(*static_cast<IGUIObject*>(this)),
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IGUITextOwner(*static_cast<IGUIObject*>(this)),
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m_BufferZone(),
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m_CellID(),
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m_Caption(),
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m_Font(),
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m_Sprite(),
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m_SpriteOver(),
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m_SpritePressed(),
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m_SpriteDisabled(),
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m_TextAlign(),
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m_TextVAlign(),
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m_TextColor(),
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m_TextColorOver(),
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m_TextColorPressed(),
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m_TextColorDisabled()
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{
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RegisterSetting("buffer_zone", m_BufferZone);
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RegisterSetting("cell_id", m_CellID);
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RegisterSetting("caption", m_Caption);
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RegisterSetting("font", m_Font);
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RegisterSetting("sprite", m_Sprite);
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RegisterSetting("sprite_over", m_SpriteOver);
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RegisterSetting("sprite_pressed", m_SpritePressed);
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RegisterSetting("sprite_disabled", m_SpriteDisabled);
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RegisterSetting("text_align", m_TextAlign);
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RegisterSetting("text_valign", m_TextVAlign);
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RegisterSetting("textcolor", m_TextColor);
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RegisterSetting("textcolor_over", m_TextColorOver);
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RegisterSetting("textcolor_pressed", m_TextColorPressed);
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RegisterSetting("textcolor_disabled", m_TextColorDisabled);
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AddText();
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}
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CButton::~CButton()
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{
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}
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void CButton::SetupText()
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{
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ENSURE(m_GeneratedTexts.size() == 1);
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m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, m_CachedActualSize.GetWidth(), m_BufferZone, this);
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CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
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}
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void CButton::ResetStates()
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{
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IGUIObject::ResetStates();
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IGUIButtonBehavior::ResetStates();
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}
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void CButton::UpdateCachedSize()
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{
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IGUIObject::UpdateCachedSize();
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IGUITextOwner::UpdateCachedSize();
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}
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void CButton::HandleMessage(SGUIMessage& Message)
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{
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IGUIObject::HandleMessage(Message);
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IGUIButtonBehavior::HandleMessage(Message);
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IGUITextOwner::HandleMessage(Message);
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}
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void CButton::Draw()
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{
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const float bz = GetBufferedZ();
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m_pGUI.DrawSprite(
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GetButtonSprite(m_Sprite, m_SpriteOver, m_SpritePressed, m_SpriteDisabled),
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m_CellID,
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bz,
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m_CachedActualSize);
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DrawText(0, ChooseColor(), m_TextPos, bz + 0.1f);
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}
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const CGUIColor& CButton::ChooseColor()
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{
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if (!m_Enabled)
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return m_TextColorDisabled || m_TextColor;
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if (!m_MouseHovering)
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return m_TextColor;
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if (m_Pressed)
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return m_TextColorPressed || m_TextColor;
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return m_TextColorOver || m_TextColor;
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}
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