0ad/source/gui/IGUIButtonBehavior.cpp
elexis e1014aad3b Use CGUI& instead of CGUI* so that the 50+ users stop wondering whether or not that is null and can't even be mistaken to add redundant null checks preemptively.
Remove the remaining of such checks after d3e56f0f57 removed 21 of them
already.
2c47fbd66a initialized 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.
2019-08-21 10:12:33 +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);
}