// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once #include "IrrCompileConfig.h" #include #include "irrlicht_changes/static_text.h" #include "IGUIButton.h" #include "IGUISpriteBank.h" #include "ITexture.h" #include "SColor.h" #include "guiSkin.h" #include "StyleSpec.h" using namespace irr; #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8) namespace irr { namespace gui { //! State of buttons used for drawing texture images. //! Note that only a single state is active at a time //! Also when no image is defined for a state it will use images from another state //! and if that state is not set from the replacement for that,etc. //! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient. enum EGUI_BUTTON_IMAGE_STATE { //! When no other states have images they will all use this one. EGBIS_IMAGE_UP, //! When not set EGBIS_IMAGE_UP is used. EGBIS_IMAGE_UP_MOUSEOVER, //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used. EGBIS_IMAGE_UP_FOCUSED, //! When not set EGBIS_IMAGE_UP_FOCUSED is used. EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER, //! When not set EGBIS_IMAGE_UP is used. EGBIS_IMAGE_DOWN, //! When not set EGBIS_IMAGE_DOWN is used. EGBIS_IMAGE_DOWN_MOUSEOVER, //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used. EGBIS_IMAGE_DOWN_FOCUSED, //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used. EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER, //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button //! state). EGBIS_IMAGE_DISABLED, //! not used, counts the number of enumerated items EGBIS_COUNT }; //! Names for gui button image states const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] = { "Image", // not "ImageUp" as it otherwise breaks serialization of old // files "ImageUpOver", "ImageUpFocused", "ImageUpFocusedOver", "PressedImage", // not "ImageDown" as it otherwise breaks serialization of // old files "ImageDownOver", "ImageDownFocused", "ImageDownFocusedOver", "ImageDisabled", 0 // count }; } } #endif class ISimpleTextureSource; class GUIButton : public gui::IGUIButton { public: //! constructor GUIButton(gui::IGUIEnvironment *environment, gui::IGUIElement *parent, s32 id, core::rect rectangle, ISimpleTextureSource *tsrc, bool noclip = false); //! destructor virtual ~GUIButton(); //! called if an event happened. virtual bool OnEvent(const SEvent &event) override; //! draws the element and its children virtual void draw() override; //! sets another skin independent font. if this is set to zero, the button uses //! the font of the skin. virtual void setOverrideFont(gui::IGUIFont *font = 0) override; //! Gets the override font (if any) virtual gui::IGUIFont *getOverrideFont() const override; //! Get the font which is used right now for drawing virtual gui::IGUIFont *getActiveFont() const override; //! Sets another color for the button text. virtual void setOverrideColor(video::SColor color); //! Gets the override color virtual video::SColor getOverrideColor(void) const; //! Sets if the button text should use the override color or the color in the gui //! skin. virtual void enableOverrideColor(bool enable); //! Checks if an override color is enabled virtual bool isOverrideColorEnabled(void) const; // PATCH //! Sets an image which should be displayed on the button when it is in the given //! state. virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state, video::ITexture *image = nullptr, const core::rect &sourceRect = core::rect(0, 0, 0, 0)); //! Sets an image which should be displayed on the button when it is in normal //! state. virtual void setImage(video::ITexture *image = nullptr) override; //! Sets an image which should be displayed on the button when it is in normal //! state. virtual void setImage( video::ITexture *image, const core::rect &pos) override; //! Sets an image which should be displayed on the button when it is in pressed //! state. virtual void setPressedImage(video::ITexture *image = nullptr) override; //! Sets an image which should be displayed on the button when it is in pressed //! state. virtual void setPressedImage( video::ITexture *image, const core::rect &pos) override; //! Sets the text displayed by the button virtual void setText(const wchar_t *text) override; // END PATCH //! Sets the sprite bank used by the button virtual void setSpriteBank(gui::IGUISpriteBank *bank = 0) override; //! Sets the animated sprite for a specific button state /** \param index: Number of the sprite within the sprite bank, use -1 for no sprite \param state: State of the button to set the sprite for \param index: The sprite number from the current sprite bank \param color: The color of the sprite */ virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false); #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8) void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop) override { setSprite(state, index, color, loop, false); } #endif //! Get the sprite-index for the given state or -1 when no sprite is set virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const; //! Get the sprite color for the given state. Color is only used when a sprite is //! set. virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const; //! Returns if the sprite in the given state does loop virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const; //! Returns if the sprite in the given state is scaled virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const; //! Sets if the button should behave like a push button. Which means it //! can be in two states: Normal or Pressed. With a click on the button, //! the user can change the state of the button. virtual void setIsPushButton(bool isPushButton = true) override; //! Checks whether the button is a push button virtual bool isPushButton() const override; //! Sets the pressed state of the button if this is a pushbutton virtual void setPressed(bool pressed = true) override; //! Returns if the button is currently pressed virtual bool isPressed() const override; // PATCH //! Returns if this element (or one of its direct children) is hovered bool isHovered() const; // END PATCH //! Sets if the button should use the skin to draw its border virtual void setDrawBorder(bool border = true) override; //! Checks if the button face and border are being drawn virtual bool isDrawingBorder() const override; //! Sets if the alpha channel should be used for drawing images on the button //! (default is false) virtual void setUseAlphaChannel(bool useAlphaChannel = true) override; //! Checks if the alpha channel should be used for drawing images on the button virtual bool isAlphaChannelUsed() const override; //! Sets if the button should scale the button images to fit virtual void setScaleImage(bool scaleImage = true) override; //! Checks whether the button scales the used images virtual bool isScalingImage() const override; //! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event virtual bool getClickShiftState() const { return ClickShiftState; } //! Get if the control key was pressed in last EGET_BUTTON_CLICKED event virtual bool getClickControlState() const { return ClickControlState; } //! Writes attributes of the element. virtual void serializeAttributes(io::IAttributes *out, io::SAttributeReadWriteOptions *options) const override; //! Reads attributes of the element virtual void deserializeAttributes(io::IAttributes *in, io::SAttributeReadWriteOptions *options) override; void setColor(video::SColor color); // PATCH //! Set element properties from a StyleSpec corresponding to the button state void setFromState(); //! Set element properties from a StyleSpec virtual void setFromStyle(const StyleSpec &style); //! Set the styles used for each state void setStyles(const std::array &styles); // END PATCH //! Do not drop returned handle static GUIButton *addButton(gui::IGUIEnvironment *environment, const core::rect &rectangle, ISimpleTextureSource *tsrc, IGUIElement *parent, s32 id, const wchar_t *text, const wchar_t *tooltiptext = L""); protected: void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di ¢er); gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const; ISimpleTextureSource *getTextureSource() { return TSrc; } struct ButtonImage { ButtonImage() : Texture(0), SourceRect(core::rect(0, 0, 0, 0)) {} ButtonImage(const ButtonImage &other) : Texture(0), SourceRect(core::rect(0, 0, 0, 0)) { *this = other; } ~ButtonImage() { if (Texture) Texture->drop(); } ButtonImage &operator=(const ButtonImage &other) { if (this == &other) return *this; if (other.Texture) other.Texture->grab(); if (Texture) Texture->drop(); Texture = other.Texture; SourceRect = other.SourceRect; return *this; } bool operator==(const ButtonImage &other) const { return Texture == other.Texture && SourceRect == other.SourceRect; } video::ITexture *Texture; core::rect SourceRect; }; gui::EGUI_BUTTON_IMAGE_STATE getImageState( bool pressed, const ButtonImage *images) const; private: struct ButtonSprite { ButtonSprite() : Index(-1), Loop(false), Scale(false) {} bool operator==(const ButtonSprite &other) const { return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale; } s32 Index; video::SColor Color; bool Loop; bool Scale; }; ButtonSprite ButtonSprites[gui::EGBS_COUNT]; gui::IGUISpriteBank *SpriteBank; ButtonImage ButtonImages[gui::EGBIS_COUNT]; std::array Styles; gui::IGUIFont *OverrideFont; bool OverrideColorEnabled; video::SColor OverrideColor; u32 ClickTime, HoverTime, FocusTime; bool ClickShiftState; bool ClickControlState; bool IsPushButton; bool Pressed; bool UseAlphaChannel; bool DrawBorder; bool ScaleImage; video::SColor Colors[4]; // PATCH bool WasHovered = false; ISimpleTextureSource *TSrc; gui::IGUIStaticText *StaticText; core::rect BgMiddle; core::rect Padding; core::vector2d ContentOffset; // END PATCH };