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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
#pragma once
#include "IrrCompileConfig.h"
#include <IGUIStaticText.h>
#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;
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)
#define OVERRIDE_19
#else
#define OVERRIDE_19 override
#endif
class GUIButton : public gui::IGUIButton
{
public:
//! constructor
GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,
s32 id, core::rect<s32> 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) OVERRIDE_19;
//! Gets the override color
virtual video::SColor getOverrideColor(void) const OVERRIDE_19;
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
//! Gets the currently used text color
virtual video::SColor getActiveColor() const override;
#endif
//! Sets if the button text should use the override color or the color in the gui skin.
virtual void enableOverrideColor(bool enable) OVERRIDE_19;
//! Checks if an override color is enabled
virtual bool isOverrideColorEnabled(void) const OVERRIDE_19;
// 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<s32>& sourceRect=core::rect<s32>(0,0,0,0)) OVERRIDE_19;
//! 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<s32>& 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<s32>& 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) OVERRIDE_19;
#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 OVERRIDE_19;
//! 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 OVERRIDE_19;
//! Returns if the sprite in the given state does loop
virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;
//! Returns if the sprite in the given state is scaled
virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;
//! 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 OVERRIDE_19
{
return ClickShiftState;
}
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
virtual bool getClickControlState() const OVERRIDE_19
{
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<StyleSpec, StyleSpec::NUM_STATES>& styles);
// END PATCH
//! Do not drop returned handle
static GUIButton* addButton(gui::IGUIEnvironment *environment,
const core::rect<s32>& 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& center);
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;
ISimpleTextureSource *getTextureSource() { return TSrc; }
struct ButtonImage
{
ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))
{
}
ButtonImage(const ButtonImage& other) : Texture(0), SourceRect(core::rect<s32>(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<s32> 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<StyleSpec, StyleSpec::NUM_STATES> 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<s32> BgMiddle;
core::rect<s32> Padding;
core::vector2d<s32> ContentOffset;
video::SColor BgColor;
// END PATCH
};
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