0ad/source/gui/IGUIButtonBehavior.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

173 lines
4.8 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 "GUI.h"
#include "ps/CLogger.h"
#include "soundmanager/ISoundManager.h"
IGUIButtonBehavior::IGUIButtonBehavior(CGUI* pGUI)
: IGUIObject(pGUI), m_Pressed(false)
{
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
CStrW soundPath;
// TODO Gee: easier access functions
switch (Message.type)
{
case GUIM_MOUSE_ENTER:
if (!enabled)
break;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
case GUIM_MOUSE_LEAVE:
if (!enabled)
break;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
case GUIM_MOUSE_DBLCLICK_LEFT:
if (!enabled)
break;
// Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a
// doubleclick event, we let it handle playing sounds.
SendEvent(GUIM_DOUBLE_PRESSED, "doublepress");
break;
case GUIM_MOUSE_PRESS_LEFT:
if (!enabled)
{
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// Button was clicked
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
SendEvent(GUIM_PRESSED, "press");
m_Pressed = true;
break;
case GUIM_MOUSE_DBLCLICK_RIGHT:
if (!enabled)
break;
// Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a
// doubleclick event, we let it handle playing sounds.
SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright");
break;
case GUIM_MOUSE_PRESS_RIGHT:
if (!enabled)
{
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// Button was right-clicked
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_pressed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
m_PressedRight = true;
break;
case GUIM_MOUSE_RELEASE_RIGHT:
if (!enabled)
break;
if (m_PressedRight)
{
m_PressedRight = false;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
break;
case GUIM_MOUSE_RELEASE_LEFT:
if (!enabled)
break;
if (m_Pressed)
{
m_Pressed = false;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_released", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
break;
default:
break;
}
}
const CGUIColor& IGUIButtonBehavior::ChooseColor()
{
// Yes, the object must possess these settings. They are standard
const CGUIColor& color = GUI<CGUIColor>::GetSetting(this, "textcolor");
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
return GUI<CGUIColor>::GetSetting(this, "textcolor_disabled") || color;
if (m_MouseHovering)
{
if (m_Pressed)
return GUI<CGUIColor>::GetSetting(this, "textcolor_pressed") || color;
else
return GUI<CGUIColor>::GetSetting(this, "textcolor_over") || color;
}
return color;
}
void IGUIButtonBehavior::DrawButton(const CRect& rect, const float& z, CGUISpriteInstance& sprite, CGUISpriteInstance& sprite_over, CGUISpriteInstance& sprite_pressed, CGUISpriteInstance& sprite_disabled, int cell_id)
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
m_pGUI->DrawSprite(sprite_disabled || sprite, cell_id, z, rect);
else if (m_MouseHovering)
{
if (m_Pressed)
m_pGUI->DrawSprite(sprite_pressed || sprite, cell_id, z, rect);
else
m_pGUI->DrawSprite(sprite_over || sprite, cell_id, z, rect);
}
else
m_pGUI->DrawSprite(sprite, cell_id, z, rect);
}