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author | cutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475> | 2020-01-03 19:05:16 +0000 |
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committer | cutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475> | 2020-01-03 19:05:16 +0000 |
commit | 2ae2a551a6290f46734307bbfdafea4b1a2cf2ba (patch) | |
tree | ba2f0b468640e44899fed3df2d4cc58795f4a003 /include/IGUIButton.h | |
download | irrlicht-2ae2a551a6290f46734307bbfdafea4b1a2cf2ba.tar.xz |
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
Diffstat (limited to 'include/IGUIButton.h')
-rw-r--r-- | include/IGUIButton.h | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/include/IGUIButton.h b/include/IGUIButton.h new file mode 100644 index 0000000..1976ada --- /dev/null +++ b/include/IGUIButton.h @@ -0,0 +1,264 @@ +// 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
+
+#ifndef __I_GUI_BUTTON_H_INCLUDED__
+#define __I_GUI_BUTTON_H_INCLUDED__
+
+#include "IGUIElement.h"
+
+namespace irr
+{
+
+namespace video
+{
+ class ITexture;
+} // end namespace video
+
+namespace gui
+{
+ class IGUIFont;
+ class IGUISpriteBank;
+
+ //! Current state of buttons used for drawing sprites.
+ //! Note that up to 3 states can be active at the same time:
+ //! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
+ //! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
+ //! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
+ enum EGUI_BUTTON_STATE
+ {
+ //! The button is not pressed.
+ EGBS_BUTTON_UP=0,
+ //! The button is currently pressed down.
+ EGBS_BUTTON_DOWN,
+ //! The mouse cursor is over the button
+ EGBS_BUTTON_MOUSE_OVER,
+ //! The mouse cursor is not over the button
+ EGBS_BUTTON_MOUSE_OFF,
+ //! The button has the focus
+ EGBS_BUTTON_FOCUSED,
+ //! The button doesn't have the focus
+ EGBS_BUTTON_NOT_FOCUSED,
+ //! The button is disabled All other states are ignored in that case.
+ EGBS_BUTTON_DISABLED,
+ //! not used, counts the number of enumerated items
+ EGBS_COUNT
+ };
+
+ //! Names for gui button state icons
+ const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
+ {
+ "buttonUp",
+ "buttonDown",
+ "buttonMouseOver",
+ "buttonMouseOff",
+ "buttonFocused",
+ "buttonNotFocused",
+ "buttonDisabled",
+ 0 // count
+ };
+
+ //! 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
+ };
+
+ //! GUI Button interface.
+ /** \par This element can create the following events of type EGUI_EVENT_TYPE:
+ \li EGET_BUTTON_CLICKED
+ */
+ class IGUIButton : public IGUIElement
+ {
+ public:
+
+ //! constructor
+ IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
+ : IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
+
+ //! Sets another skin independent font.
+ /** If this is set to zero, the button uses the font of the skin.
+ \param font: New font to set. */
+ virtual void setOverrideFont(IGUIFont* font=0) = 0;
+
+ //! Gets the override font (if any)
+ /** \return The override font (may be 0) */
+ virtual IGUIFont* getOverrideFont(void) const = 0;
+
+ //! Get the font which is used right now for drawing
+ /** Currently this is the override font when one is set and the
+ font of the active skin otherwise */
+ virtual IGUIFont* getActiveFont() const = 0;
+
+ //! Sets another color for the button text.
+ /** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
+ You don't need to call enableOverrideColor(true), that's done by this function.
+ If you want the the color of the skin back, call enableOverrideColor(false);
+ \param color: New color of the text. */
+ virtual void setOverrideColor(video::SColor color) = 0;
+
+ //! Gets the override color
+ /** \return: The override color */
+ virtual video::SColor getOverrideColor(void) const = 0;
+
+ //! Sets if the button text should use the override color or the color in the gui skin.
+ /** \param enable: If set to true, the override color, which can be set
+ with IGUIStaticText::setOverrideColor is used, otherwise the
+ EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
+ virtual void enableOverrideColor(bool enable) = 0;
+
+ //! Checks if an override color is enabled
+ /** \return true if the override color is enabled, false otherwise */
+ virtual bool isOverrideColorEnabled(void) const = 0;
+
+ //! Sets an image which should be displayed on the button when it is in the given state.
+ /** Only one image-state can be active at a time. Images are drawn below sprites.
+ If a state is without image it will try to use images from other states as described
+ in ::EGUI_BUTTON_IMAGE_STATE.
+ Images are a little less flexible than sprites, but easier to use.
+ \param state: One of ::EGUI_BUTTON_IMAGE_STATE
+ \param image: Image to be displayed or NULL to remove the image
+ \param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
+ virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
+
+ //! Sets an image which should be displayed on the button when it is in normal state.
+ /** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
+ \param image: Image to be displayed */
+ virtual void setImage(video::ITexture* image=0) = 0;
+
+ //! Sets a background image for the button when it is in normal state.
+ /** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
+ \param image: Texture containing the image to be displayed
+ \param sourceRect: Position in the texture, where the image is located.
+ When width or height are 0 then the full texture-size is used */
+ virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
+
+ //! Sets a background image for the button when it is in pressed state.
+ /** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
+ If no images is specified for the pressed state via
+ setPressedImage(), this image is also drawn in pressed state.
+ \param image: Image to be displayed */
+ virtual void setPressedImage(video::ITexture* image=0) = 0;
+
+ //! Sets an image which should be displayed on the button when it is in pressed state.
+ /** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
+ \param image: Texture containing the image to be displayed
+ \param sourceRect: Position in the texture, where the image is located */
+ virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
+
+
+ //! Sets the sprite bank used by the button
+ /** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
+ Which means after loading the gui you still have to set the spritebank manually. */
+ virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
+
+ //! Sets the animated sprite for a specific button state
+ /** Several sprites can be drawn at the same time.
+ Sprites can be animated.
+ Sprites are drawn above the images.
+ \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
+ \param loop: True if the animation should loop, false if not
+ \param scale: True if the sprite should scale to button size, false if not */
+ virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
+ video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
+
+ //! Get the sprite-index for the given state or -1 when no sprite is set
+ virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
+
+ //! Get the sprite color for the given state. Color is only used when a sprite is set.
+ virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
+
+ //! Returns if the sprite in the given state does loop
+ virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
+
+ //! Returns if the sprite in the given state is scaled
+ virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
+
+ //! 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) = 0;
+
+ //! Sets the pressed state of the button if this is a pushbutton
+ virtual void setPressed(bool pressed=true) = 0;
+
+ //! Returns if the button is currently pressed
+ virtual bool isPressed() const = 0;
+
+ //! Sets if the alpha channel should be used for drawing background images on the button (default is false)
+ virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
+
+ //! Returns if the alpha channel should be used for drawing background images on the button
+ virtual bool isAlphaChannelUsed() const = 0;
+
+ //! Returns whether the button is a push button
+ virtual bool isPushButton() const = 0;
+
+ //! Sets if the button should use the skin to draw its border and button face (default is true)
+ virtual void setDrawBorder(bool border=true) = 0;
+
+ //! Returns if the border and button face are being drawn using the skin
+ virtual bool isDrawingBorder() const = 0;
+
+ //! Sets if the button should scale the button images to fit
+ virtual void setScaleImage(bool scaleImage=true) = 0;
+
+ //! Checks whether the button scales the used images
+ virtual bool isScalingImage() const = 0;
+
+ //! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
+ /** Generated together with event, so info is available in the event-receiver. */
+ virtual bool getClickShiftState() const = 0;
+
+ //! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
+ /** Generated together with event, so info is available in the event-receiver. */
+ virtual bool getClickControlState() const = 0;
+ };
+
+
+} // end namespace gui
+} // end namespace irr
+
+#endif
+
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