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NativeWrapperDefns.h from4e87fef3da, found in audit of7c21a0cf8e. Differential Revision: https://code.wildfiregames.com/D2268 Tested on: clang 8.0.1, Jenkins This was SVN commit r22863.
151 lines
3.5 KiB
C++
151 lines
3.5 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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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 = GetSetting<bool>("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 = GetSetting<CGUIColor>("textcolor");
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if (!GetSetting<bool>("enabled"))
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return GetSetting<CGUIColor>("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 GetSetting<CGUIColor>("textcolor_pressed") || color;
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else
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return GetSetting<CGUIColor>("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 (!GetSetting<bool>("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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