0ad/source/gui/CButton.cpp
elexis d403d750f0 Stop copying color every draw call for every GUI object using colors.
Avoid color copies for rendering Draw calls in
GUIRenderer::UpdateDrawCallCache, CButton::Draw, CChart::DrawAxes,
CDropDown::Draw, CList::DrawList, COList::DrawList, refs #1984,
8f4f8e240f, 3028551b91, a905fbbc98.
Avoid color copies during XML loading in CGUI::Xeromyces_ReadImage,
CGUI::Xeromyces_ReadEffects, COList::HandleAdditionalChildren.
Add CGUI::HasPreDefinedColor and mark m_PreDefinedColors,
CGUI::GetPreDefinedColor, IGUIButtonBehavior::ChooseColor() as const for
consistency with the other "databases", refs 3028551b91.
Mark CGUIColor as NONCOPYABLE to add compiler errors if there is an
unexplicit copy, refs 3028551b91.
Explicit ugly copy in CGUI::Xeromyces_ReadColor and
CGUIColor::ParseString.
Deregister copying <CGUIColor>GetSetting functions, refs 8f4f8e240f.
Uses the const ref GetSetting from 3dfa23cd25.

This was SVN commit r22694.
2019-08-19 12:53:58 +00:00

108 lines
3.5 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(CGUI* pGUI)
: IGUIObject(pGUI), IGUIButtonBehavior(pGUI), IGUITextOwner(pGUI)
{
AddSetting<float>("buffer_zone");
AddSetting<CGUIString>("caption");
AddSetting<int>("cell_id");
AddSetting<CStrW>("font");
AddSetting<CStrW>("sound_disabled");
AddSetting<CStrW>("sound_enter");
AddSetting<CStrW>("sound_leave");
AddSetting<CStrW>("sound_pressed");
AddSetting<CStrW>("sound_released");
AddSetting<CGUISpriteInstance>("sprite");
AddSetting<CGUISpriteInstance>("sprite_over");
AddSetting<CGUISpriteInstance>("sprite_pressed");
AddSetting<CGUISpriteInstance>("sprite_disabled");
AddSetting<EAlign>("text_align");
AddSetting<EVAlign>("text_valign");
AddSetting<CGUIColor>("textcolor");
AddSetting<CGUIColor>("textcolor_over");
AddSetting<CGUIColor>("textcolor_pressed");
AddSetting<CGUIColor>("textcolor_disabled");
AddSetting<CStrW>("tooltip");
AddSetting<CStr>("tooltip_style");
AddText();
}
CButton::~CButton()
{
}
void CButton::SetupText()
{
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";
const CGUIString& caption = GUI<CGUIString>::GetSetting(this, "caption");
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
m_GeneratedTexts[0] = CGUIText(m_pGUI, 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();
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");
CGUISpriteInstance& sprite = GUI<CGUISpriteInstance>::GetSetting(this, strSprite);
CGUISpriteInstance& sprite_over = GUI<CGUISpriteInstance>::GetSetting(this, strSpriteOver);
CGUISpriteInstance& sprite_pressed = GUI<CGUISpriteInstance>::GetSetting(this, strSpritePressed);
CGUISpriteInstance& sprite_disabled = GUI<CGUISpriteInstance>::GetSetting(this, strSpriteDisabled);
GUI<int>::GetSetting(this, strCellId, cell_id);
DrawButton(m_CachedActualSize, bz, sprite, sprite_over, sprite_pressed, sprite_disabled, cell_id);
DrawText(0, ChooseColor(), m_TextPos, bz + 0.1f);
}