0ad/source/gui/CButton.cpp
elexis 7bb0f2ea69 Defragment IGUIButtonBehavior Settings.
Moves the AddSetting sound calls from CButton and CCheckbox to
IGUIButtonBehavior, since the latter is the only class to use them.
Moves ChooseColor from IGUIButtonBehavior to CButton, since that's the
only class to use it and the only class registering the dependent
Settings following b1422137e5 (refs d412b2010b / D2314)

Initialize m_PressedRight in the constructor to prevent undefined
behavior in possible future code following 0d204037b6, refs #1028.
Remove unused soundPath variable following 0e26503cc6 / D2209.

Differential Revision: https://code.wildfiregames.com/D2318
Tested on: clang 8.0.1, Jenkins

This was SVN commit r22969.
2019-09-22 14:53:27 +00:00

110 lines
3.3 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<i32>("cell_id");
AddSetting<CStrW>("font");
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");
AddText();
}
CButton::~CButton()
{
}
void CButton::SetupText()
{
ENSURE(m_GeneratedTexts.size() == 1);
m_GeneratedTexts[0] = CGUIText(
m_pGUI,
GetSetting<CGUIString>("caption"),
GetSetting<CStrW>("font"),
m_CachedActualSize.GetWidth(),
GetSetting<float>("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()
{
const float bz = GetBufferedZ();
// 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 = GetSetting<CGUISpriteInstance>(strSprite);
CGUISpriteInstance& sprite_over = GetSetting<CGUISpriteInstance>(strSpriteOver);
CGUISpriteInstance& sprite_pressed = GetSetting<CGUISpriteInstance>(strSpritePressed);
CGUISpriteInstance& sprite_disabled = GetSetting<CGUISpriteInstance>(strSpriteDisabled);
const i32 cell_id = GetSetting<i32>(strCellId);
DrawButton(m_CachedActualSize, bz, sprite, sprite_over, sprite_pressed, sprite_disabled, cell_id);
DrawText(0, ChooseColor(), m_TextPos, bz + 0.1f);
}
const CGUIColor& CButton::ChooseColor()
{
const CGUIColor& color = GetSetting<CGUIColor>("textcolor");
if (!GetSetting<bool>("enabled"))
return GetSetting<CGUIColor>("textcolor_disabled") || color;
if (!m_MouseHovering)
return color;
if (m_Pressed)
return GetSetting<CGUIColor>("textcolor_pressed") || color;
return GetSetting<CGUIColor>("textcolor_over") || color;
}