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https://gitea.wildfiregames.com/0ad/0ad
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Remove the remaining of such checks afterd3e56f0f57removed 21 of them already.2c47fbd66ainitialized the pointer at construction time rather than at random conditional events later. Differential Revision: https://code.wildfiregames.com/D2205 Comments By: Vladislav, wraitii Tested on: gcc 9.1.0, clang 8.0.1 This was SVN commit r22741.
108 lines
3.5 KiB
C++
108 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 "CButton.h"
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#include "gui/CGUIColor.h"
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#include "lib/ogl.h"
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CButton::CButton(CGUI& pGUI)
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: IGUIObject(pGUI), IGUIButtonBehavior(pGUI), IGUITextOwner(pGUI)
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{
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AddSetting<float>("buffer_zone");
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AddSetting<CGUIString>("caption");
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AddSetting<int>("cell_id");
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AddSetting<CStrW>("font");
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AddSetting<CStrW>("sound_disabled");
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AddSetting<CStrW>("sound_enter");
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AddSetting<CStrW>("sound_leave");
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AddSetting<CStrW>("sound_pressed");
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AddSetting<CStrW>("sound_released");
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AddSetting<CGUISpriteInstance>("sprite");
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AddSetting<CGUISpriteInstance>("sprite_over");
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AddSetting<CGUISpriteInstance>("sprite_pressed");
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AddSetting<CGUISpriteInstance>("sprite_disabled");
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AddSetting<EAlign>("text_align");
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AddSetting<EVAlign>("text_valign");
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AddSetting<CGUIColor>("textcolor");
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AddSetting<CGUIColor>("textcolor_over");
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AddSetting<CGUIColor>("textcolor_pressed");
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AddSetting<CGUIColor>("textcolor_disabled");
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AddSetting<CStrW>("tooltip");
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AddSetting<CStr>("tooltip_style");
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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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CStrW font;
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if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
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// Use the default if none is specified
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// TODO Gee: (2004-08-14) Default should not be hard-coded, but be in styles!
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font = L"default";
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const CGUIString& caption = GUI<CGUIString>::GetSetting(this, "caption");
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float buffer_zone = 0.f;
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GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
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m_GeneratedTexts[0] = CGUIText(m_pGUI, caption, font, m_CachedActualSize.GetWidth(), buffer_zone, this);
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CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
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}
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void CButton::HandleMessage(SGUIMessage& Message)
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{
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// Important
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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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float bz = GetBufferedZ();
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int cell_id;
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// Statically initialise some strings, so we don't have to do
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// lots of allocation every time this function is called
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static const CStr strSprite("sprite");
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static const CStr strSpriteOver("sprite_over");
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static const CStr strSpritePressed("sprite_pressed");
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static const CStr strSpriteDisabled("sprite_disabled");
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static const CStr strCellId("cell_id");
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CGUISpriteInstance& sprite = GUI<CGUISpriteInstance>::GetSetting(this, strSprite);
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CGUISpriteInstance& sprite_over = GUI<CGUISpriteInstance>::GetSetting(this, strSpriteOver);
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CGUISpriteInstance& sprite_pressed = GUI<CGUISpriteInstance>::GetSetting(this, strSpritePressed);
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CGUISpriteInstance& sprite_disabled = GUI<CGUISpriteInstance>::GetSetting(this, strSpriteDisabled);
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GUI<int>::GetSetting(this, strCellId, cell_id);
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DrawButton(m_CachedActualSize, bz, sprite, sprite_over, sprite_pressed, sprite_disabled, cell_id);
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DrawText(0, ChooseColor(), m_TextPos, bz + 0.1f);
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}
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