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|
// 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
#include "guiButton.h"
#include "client/guiscalingfilter.h"
#include "client/tile.h"
#include "IGUISkin.h"
#include "IGUIEnvironment.h"
#include "IVideoDriver.h"
#include "IGUIFont.h"
#include "irrlicht_changes/static_text.h"
#include "porting.h"
#include "StyleSpec.h"
#include "util/numeric.h"
using namespace irr;
using namespace gui;
// Multiply with a color to get the default corresponding hovered color
#define COLOR_HOVERED_MOD 1.25f
// Multiply with a color to get the default corresponding pressed color
#define COLOR_PRESSED_MOD 0.85f
//! constructor
GUIButton::GUIButton(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle, ISimpleTextureSource *tsrc,
bool noclip)
: IGUIButton(environment, parent, id, rectangle),
SpriteBank(0), OverrideFont(0),
OverrideColorEnabled(false), OverrideColor(video::SColor(101,255,255,255)),
ClickTime(0), HoverTime(0), FocusTime(0),
ClickShiftState(false), ClickControlState(false),
IsPushButton(false), Pressed(false),
UseAlphaChannel(false), DrawBorder(true), ScaleImage(false), TSrc(tsrc)
{
setNotClipped(noclip);
// This element can be tabbed.
setTabStop(true);
setTabOrder(-1);
// PATCH
for (size_t i = 0; i < 4; i++) {
Colors[i] = Environment->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);
}
StaticText = gui::StaticText::add(Environment, Text.c_str(), core::rect<s32>(0,0,rectangle.getWidth(),rectangle.getHeight()), false, false, this, id);
StaticText->setTextAlignment(EGUIA_CENTER, EGUIA_CENTER);
// END PATCH
}
//! destructor
GUIButton::~GUIButton()
{
if (OverrideFont)
OverrideFont->drop();
if (SpriteBank)
SpriteBank->drop();
}
//! Sets if the images should be scaled to fit the button
void GUIButton::setScaleImage(bool scaleImage)
{
ScaleImage = scaleImage;
}
//! Returns whether the button scale the used images
bool GUIButton::isScalingImage() const
{
return ScaleImage;
}
//! Sets if the button should use the skin to draw its border
void GUIButton::setDrawBorder(bool border)
{
DrawBorder = border;
}
void GUIButton::setSpriteBank(IGUISpriteBank* sprites)
{
if (sprites)
sprites->grab();
if (SpriteBank)
SpriteBank->drop();
SpriteBank = sprites;
}
void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
{
ButtonSprites[(u32)state].Index = index;
ButtonSprites[(u32)state].Color = color;
ButtonSprites[(u32)state].Loop = loop;
ButtonSprites[(u32)state].Scale = scale;
}
//! Get the sprite-index for the given state or -1 when no sprite is set
s32 GUIButton::getSpriteIndex(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Index;
}
//! Get the sprite color for the given state. Color is only used when a sprite is set.
video::SColor GUIButton::getSpriteColor(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Color;
}
//! Returns if the sprite in the given state does loop
bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Loop;
}
//! Returns if the sprite in the given state is scaled
bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
{
return ButtonSprites[(u32)state].Scale;
}
//! called if an event happened.
bool GUIButton::OnEvent(const SEvent& event)
{
if (!isEnabled())
return IGUIElement::OnEvent(event);
switch(event.EventType)
{
case EET_KEY_INPUT_EVENT:
if (event.KeyInput.PressedDown &&
(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
{
if (!IsPushButton)
setPressed(true);
else
setPressed(!Pressed);
return true;
}
if (Pressed && !IsPushButton && event.KeyInput.PressedDown && event.KeyInput.Key == KEY_ESCAPE)
{
setPressed(false);
return true;
}
else
if (!event.KeyInput.PressedDown && Pressed &&
(event.KeyInput.Key == KEY_RETURN || event.KeyInput.Key == KEY_SPACE))
{
if (!IsPushButton)
setPressed(false);
if (Parent)
{
ClickShiftState = event.KeyInput.Shift;
ClickControlState = event.KeyInput.Control;
SEvent newEvent;
newEvent.EventType = EET_GUI_EVENT;
newEvent.GUIEvent.Caller = this;
newEvent.GUIEvent.Element = 0;
newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
Parent->OnEvent(newEvent);
}
return true;
}
break;
case EET_GUI_EVENT:
if (event.GUIEvent.Caller == this)
{
if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST)
{
if (!IsPushButton)
setPressed(false);
FocusTime = (u32)porting::getTimeMs();
}
else if (event.GUIEvent.EventType == EGET_ELEMENT_FOCUSED)
{
FocusTime = (u32)porting::getTimeMs();
}
else if (event.GUIEvent.EventType == EGET_ELEMENT_HOVERED || event.GUIEvent.EventType == EGET_ELEMENT_LEFT)
{
HoverTime = (u32)porting::getTimeMs();
}
}
break;
case EET_MOUSE_INPUT_EVENT:
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
// Sometimes formspec elements can receive mouse events when the
// mouse is outside of the formspec. Thus, we test the position here.
if ( !IsPushButton && AbsoluteClippingRect.isPointInside(
core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ))) {
setPressed(true);
}
return true;
}
else
if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
bool wasPressed = Pressed;
if ( !AbsoluteClippingRect.isPointInside( core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y ) ) )
{
if (!IsPushButton)
setPressed(false);
return true;
}
if (!IsPushButton)
setPressed(false);
else
{
setPressed(!Pressed);
}
if ((!IsPushButton && wasPressed && Parent) ||
(IsPushButton && wasPressed != Pressed))
{
ClickShiftState = event.MouseInput.Shift;
ClickControlState = event.MouseInput.Control;
SEvent newEvent;
newEvent.EventType = EET_GUI_EVENT;
newEvent.GUIEvent.Caller = this;
newEvent.GUIEvent.Element = 0;
newEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
Parent->OnEvent(newEvent);
}
return true;
}
break;
default:
break;
}
return Parent ? Parent->OnEvent(event) : false;
}
//! draws the element and its children
void GUIButton::draw()
{
if (!IsVisible)
return;
// PATCH
// Track hovered state, if it has changed then we need to update the style.
bool hovered = isHovered();
if (hovered != WasHovered) {
WasHovered = hovered;
setFromState();
}
GUISkin* skin = dynamic_cast<GUISkin*>(Environment->getSkin());
video::IVideoDriver* driver = Environment->getVideoDriver();
// END PATCH
if (DrawBorder)
{
if (!Pressed)
{
// PATCH
skin->drawColored3DButtonPaneStandard(this, AbsoluteRect,
&AbsoluteClippingRect, Colors);
// END PATCH
}
else
{
// PATCH
skin->drawColored3DButtonPanePressed(this, AbsoluteRect,
&AbsoluteClippingRect, Colors);
// END PATCH
}
}
const core::position2di buttonCenter(AbsoluteRect.getCenter());
// PATCH
// The image changes based on the state, so we use the default every time.
EGUI_BUTTON_IMAGE_STATE imageState = EGBIS_IMAGE_UP;
// END PATCH
if ( ButtonImages[(u32)imageState].Texture )
{
core::position2d<s32> pos(buttonCenter);
core::rect<s32> sourceRect(ButtonImages[(u32)imageState].SourceRect);
if ( sourceRect.getWidth() == 0 && sourceRect.getHeight() == 0 )
sourceRect = core::rect<s32>(core::position2di(0,0), ButtonImages[(u32)imageState].Texture->getOriginalSize());
pos.X -= sourceRect.getWidth() / 2;
pos.Y -= sourceRect.getHeight() / 2;
if ( Pressed )
{
// Create a pressed-down effect by moving the image when it looks identical to the unpressed state image
EGUI_BUTTON_IMAGE_STATE unpressedState = getImageState(false);
if ( unpressedState == imageState || ButtonImages[(u32)imageState] == ButtonImages[(u32)unpressedState] )
{
pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
}
}
// PATCH
video::ITexture* texture = ButtonImages[(u32)imageState].Texture;
video::SColor image_colors[] = { BgColor, BgColor, BgColor, BgColor };
if (BgMiddle.getArea() == 0) {
driver->draw2DImage(texture,
ScaleImage? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
sourceRect, &AbsoluteClippingRect,
image_colors, UseAlphaChannel);
} else {
core::rect<s32> middle = BgMiddle;
// `-x` is interpreted as `w - x`
if (middle.LowerRightCorner.X < 0)
middle.LowerRightCorner.X += texture->getOriginalSize().Width;
if (middle.LowerRightCorner.Y < 0)
middle.LowerRightCorner.Y += texture->getOriginalSize().Height;
draw2DImage9Slice(driver, texture,
ScaleImage ? AbsoluteRect : core::rect<s32>(pos, sourceRect.getSize()),
middle, &AbsoluteClippingRect, image_colors);
}
// END PATCH
}
if (SpriteBank)
{
core::position2di pos(buttonCenter);
if (isEnabled())
{
// pressed / unpressed animation
EGUI_BUTTON_STATE state = Pressed ? EGBS_BUTTON_DOWN : EGBS_BUTTON_UP;
drawSprite(state, ClickTime, pos);
// focused / unfocused animation
state = Environment->hasFocus(this) ? EGBS_BUTTON_FOCUSED : EGBS_BUTTON_NOT_FOCUSED;
drawSprite(state, FocusTime, pos);
// mouse over / off animation
state = isHovered() ? EGBS_BUTTON_MOUSE_OVER : EGBS_BUTTON_MOUSE_OFF;
drawSprite(state, HoverTime, pos);
}
else
{
// draw disabled
// drawSprite(EGBS_BUTTON_DISABLED, 0, pos);
}
}
IGUIElement::draw();
}
void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center)
{
u32 stateIdx = (u32)state;
if (ButtonSprites[stateIdx].Index != -1)
{
if ( ButtonSprites[stateIdx].Scale )
{
const video::SColor colors[] = {ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color};
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect.UpperLeftCorner,
&AbsoluteClippingRect, colors[0], // FIXME: remove [0]
porting::getTimeMs()-startTime, ButtonSprites[stateIdx].Loop);
}
else
{
SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, porting::getTimeMs(),
ButtonSprites[stateIdx].Loop, true);
}
}
}
EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const
{
// PATCH
return getImageState(pressed, ButtonImages);
// END PATCH
}
EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed, const ButtonImage* images) const
{
// figure state we should have
EGUI_BUTTON_IMAGE_STATE state = EGBIS_IMAGE_DISABLED;
bool focused = Environment->hasFocus((IGUIElement*)this);
bool mouseOver = isHovered();
if (isEnabled())
{
if ( pressed )
{
if ( focused && mouseOver )
state = EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER;
else if ( focused )
state = EGBIS_IMAGE_DOWN_FOCUSED;
else if ( mouseOver )
state = EGBIS_IMAGE_DOWN_MOUSEOVER;
else
state = EGBIS_IMAGE_DOWN;
}
else // !pressed
{
if ( focused && mouseOver )
state = EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER;
else if ( focused )
state = EGBIS_IMAGE_UP_FOCUSED;
else if ( mouseOver )
state = EGBIS_IMAGE_UP_MOUSEOVER;
else
state = EGBIS_IMAGE_UP;
}
}
// find a compatible state that has images
while ( state != EGBIS_IMAGE_UP && !images[(u32)state].Texture )
{
// PATCH
switch ( state )
{
case EGBIS_IMAGE_UP_FOCUSED:
state = EGBIS_IMAGE_UP;
break;
case EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER:
state = EGBIS_IMAGE_UP_FOCUSED;
break;
case EGBIS_IMAGE_DOWN_MOUSEOVER:
state = EGBIS_IMAGE_DOWN;
break;
case EGBIS_IMAGE_DOWN_FOCUSED:
state = EGBIS_IMAGE_DOWN;
break;
case EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER:
state = EGBIS_IMAGE_DOWN_FOCUSED;
break;
case EGBIS_IMAGE_DISABLED:
if ( pressed )
state = EGBIS_IMAGE_DOWN;
else
state = EGBIS_IMAGE_UP;
break;
default:
state = EGBIS_IMAGE_UP;
}
// END PATCH
}
return state;
}
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
void GUIButton::setOverrideFont(IGUIFont* font)
{
if (OverrideFont == font)
return;
if (OverrideFont)
OverrideFont->drop();
OverrideFont = font;
if (OverrideFont)
OverrideFont->grab();
StaticText->setOverrideFont(font);
}
//! Gets the override font (if any)
IGUIFont * GUIButton::getOverrideFont() const
{
return OverrideFont;
}
//! Get the font which is used right now for drawing
IGUIFont* GUIButton::getActiveFont() const
{
if ( OverrideFont )
return OverrideFont;
IGUISkin* skin = Environment->getSkin();
if (skin)
return skin->getFont(EGDF_BUTTON);
return 0;
}
//! Sets another color for the text.
void GUIButton::setOverrideColor(video::SColor color)
{
OverrideColor = color;
OverrideColorEnabled = true;
StaticText->setOverrideColor(color);
}
video::SColor GUIButton::getOverrideColor() const
{
return OverrideColor;
}
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
video::SColor GUIButton::getActiveColor() const
{
return video::SColor(0,0,0,0); // unused?
}
#endif
void GUIButton::enableOverrideColor(bool enable)
{
OverrideColorEnabled = enable;
}
bool GUIButton::isOverrideColorEnabled() const
{
return OverrideColorEnabled;
}
void GUIButton::setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image, const core::rect<s32>& sourceRect)
{
if ( state >= EGBIS_COUNT )
return;
if ( image )
image->grab();
u32 stateIdx = (u32)state;
if ( ButtonImages[stateIdx].Texture )
ButtonImages[stateIdx].Texture->drop();
ButtonImages[stateIdx].Texture = image;
ButtonImages[stateIdx].SourceRect = sourceRect;
}
// PATCH
void GUIButton::setImage(video::ITexture* image)
{
setImage(gui::EGBIS_IMAGE_UP, image);
}
void GUIButton::setImage(video::ITexture* image, const core::rect<s32>& pos)
{
setImage(gui::EGBIS_IMAGE_UP, image, pos);
}
void GUIButton::setPressedImage(video::ITexture* image)
{
setImage(gui::EGBIS_IMAGE_DOWN, image);
}
void GUIButton::setPressedImage(video::ITexture* image, const core::rect<s32>& pos)
{
setImage(gui::EGBIS_IMAGE_DOWN, image, pos);
}
//! Sets the text displayed by the button
void GUIButton::setText(const wchar_t* text)
{
StaticText->setText(text);
IGUIButton::setText(text);
}
// END PATCH
//! 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.
void GUIButton::setIsPushButton(bool isPushButton)
{
IsPushButton = isPushButton;
}
//! Returns if the button is currently pressed
bool GUIButton::isPressed() const
{
return Pressed;
}
// PATCH
//! Returns if this element (or one of its direct children) is hovered
bool GUIButton::isHovered() const
{
IGUIElement *hovered = Environment->getHovered();
return hovered == this || (hovered != nullptr && hovered->getParent() == this);
}
// END PATCH
//! Sets the pressed state of the button if this is a pushbutton
void GUIButton::setPressed(bool pressed)
{
if (Pressed != pressed)
{
ClickTime = porting::getTimeMs();
Pressed = pressed;
setFromState();
}
}
//! Returns whether the button is a push button
bool GUIButton::isPushButton() const
{
return IsPushButton;
}
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
void GUIButton::setUseAlphaChannel(bool useAlphaChannel)
{
UseAlphaChannel = useAlphaChannel;
}
//! Returns if the alpha channel should be used for drawing images on the button
bool GUIButton::isAlphaChannelUsed() const
{
return UseAlphaChannel;
}
bool GUIButton::isDrawingBorder() const
{
return DrawBorder;
}
// PATCH
GUIButton* GUIButton::addButton(IGUIEnvironment *environment,
const core::rect<s32>& rectangle, ISimpleTextureSource *tsrc,
IGUIElement* parent, s32 id, const wchar_t* text,
const wchar_t *tooltiptext)
{
GUIButton* button = new GUIButton(environment, parent ? parent : environment->getRootGUIElement(), id, rectangle, tsrc);
if (text)
button->setText(text);
if ( tooltiptext )
button->setToolTipText ( tooltiptext );
button->drop();
return button;
}
void GUIButton::setColor(video::SColor color)
{
BgColor = color;
float d = 0.65f;
for (size_t i = 0; i < 4; i++) {
video::SColor base = Environment->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
Colors[i] = base.getInterpolated(color, d);
}
}
//! Set element properties from a StyleSpec corresponding to the button state
void GUIButton::setFromState()
{
StyleSpec::State state = StyleSpec::STATE_DEFAULT;
if (isPressed())
state = static_cast<StyleSpec::State>(state | StyleSpec::STATE_PRESSED);
if (isHovered())
state = static_cast<StyleSpec::State>(state | StyleSpec::STATE_HOVERED);
setFromStyle(StyleSpec::getStyleFromStatePropagation(Styles, state));
}
//! Set element properties from a StyleSpec
void GUIButton::setFromStyle(const StyleSpec& style)
{
bool hovered = (style.getState() & StyleSpec::STATE_HOVERED) != 0;
bool pressed = (style.getState() & StyleSpec::STATE_PRESSED) != 0;
if (style.isNotDefault(StyleSpec::BGCOLOR)) {
setColor(style.getColor(StyleSpec::BGCOLOR));
// If we have a propagated hover/press color, we need to automatically
// lighten/darken it
if (!Styles[style.getState()].isNotDefault(StyleSpec::BGCOLOR)) {
if (pressed) {
BgColor = multiplyColorValue(BgColor, COLOR_PRESSED_MOD);
for (size_t i = 0; i < 4; i++)
Colors[i] = multiplyColorValue(Colors[i], COLOR_PRESSED_MOD);
} else if (hovered) {
BgColor = multiplyColorValue(BgColor, COLOR_HOVERED_MOD);
for (size_t i = 0; i < 4; i++)
Colors[i] = multiplyColorValue(Colors[i], COLOR_HOVERED_MOD);
}
}
} else {
BgColor = video::SColor(255, 255, 255, 255);
for (size_t i = 0; i < 4; i++) {
video::SColor base =
Environment->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
if (pressed) {
Colors[i] = multiplyColorValue(base, COLOR_PRESSED_MOD);
} else if (hovered) {
Colors[i] = multiplyColorValue(base, COLOR_HOVERED_MOD);
} else {
Colors[i] = base;
}
}
}
if (style.isNotDefault(StyleSpec::TEXTCOLOR)) {
setOverrideColor(style.getColor(StyleSpec::TEXTCOLOR));
} else {
setOverrideColor(video::SColor(255,255,255,255));
OverrideColorEnabled = false;
}
setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
setDrawBorder(style.getBool(StyleSpec::BORDER, true));
setUseAlphaChannel(style.getBool(StyleSpec::ALPHA, true));
setOverrideFont(style.getFont());
if (style.isNotDefault(StyleSpec::BGIMG)) {
video::ITexture *texture = style.getTexture(StyleSpec::BGIMG,
getTextureSource());
setImage(guiScalingImageButton(
Environment->getVideoDriver(), texture,
AbsoluteRect.getWidth(), AbsoluteRect.getHeight()));
setScaleImage(true);
} else {
setImage(nullptr);
}
BgMiddle = style.getRect(StyleSpec::BGIMG_MIDDLE, BgMiddle);
// Child padding and offset
Padding = style.getRect(StyleSpec::PADDING, core::rect<s32>());
Padding = core::rect<s32>(
Padding.UpperLeftCorner + BgMiddle.UpperLeftCorner,
Padding.LowerRightCorner + BgMiddle.LowerRightCorner);
GUISkin* skin = dynamic_cast<GUISkin*>(Environment->getSkin());
core::vector2d<s32> defaultPressOffset(
skin->getSize(irr::gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X),
skin->getSize(irr::gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y));
ContentOffset = style.getVector2i(StyleSpec::CONTENT_OFFSET, isPressed()
? defaultPressOffset
: core::vector2d<s32>(0));
core::rect<s32> childBounds(
Padding.UpperLeftCorner.X + ContentOffset.X,
Padding.UpperLeftCorner.Y + ContentOffset.Y,
AbsoluteRect.getWidth() + Padding.LowerRightCorner.X + ContentOffset.X,
AbsoluteRect.getHeight() + Padding.LowerRightCorner.Y + ContentOffset.Y);
for (IGUIElement *child : getChildren()) {
child->setRelativePosition(childBounds);
}
}
//! Set the styles used for each state
void GUIButton::setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES>& styles)
{
Styles = styles;
setFromState();
}
// END PATCH
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