/**************************************************************************** * FCE Ultra 0.98.12 * Nintendo Wii/Gamecube Port * * Tantric February 2009 * * gui_element.cpp * * GUI class definitions ***************************************************************************/ #include "gui.h" /** * Constructor for the Object class. */ GuiElement::GuiElement() { xoffset = 0; yoffset = 0; width = 0; height = 0; alpha = 255; scale = 1; state = STATE_DEFAULT; trigger[0] = NULL; trigger[1] = NULL; parentElement = NULL; rumble = true; selectable = false; clickable = false; visible = true; focus = -1; // cannot be focused updateCB = NULL; yoffsetDyn = 0; xoffsetDyn = 0; alphaDyn = -1; scaleDyn = 1; effects = 0; effectAmount = 0; effectTarget = 0; effectsOver = 0; effectAmountOver = 0; effectTargetOver = 0; // default alignment - align to top left alignmentVert = ALIGN_TOP; alignmentHor = ALIGN_LEFT; } /** * Destructor for the GuiElement class. */ GuiElement::~GuiElement() { } void GuiElement::SetParent(GuiElement * e) { parentElement = e; } /** * Get the left position of the GuiElement. * @see SetLeft() * @return Left position in pixel. */ int GuiElement::GetLeft() { int x = 0; int pWidth = 0; int pLeft = 0; if(parentElement) { pWidth = parentElement->GetWidth(); pLeft = parentElement->GetLeft(); } if(effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT)) pLeft += xoffsetDyn; switch(alignmentHor) { case ALIGN_LEFT: x = pLeft; break; case ALIGN_CENTRE: x = pLeft + (pWidth/2) - (width/2); break; case ALIGN_RIGHT: x = pLeft + pWidth - width; break; } return x + xoffset; } /** * Get the top position of the GuiElement. * @see SetTop() * @return Top position in pixel. */ int GuiElement::GetTop() { int y = 0; int pHeight = 0; int pTop = 0; if(parentElement) { pHeight = parentElement->GetHeight(); pTop = parentElement->GetTop(); } if(effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT)) pTop += yoffsetDyn; switch(alignmentVert) { case ALIGN_TOP: y = pTop; break; case ALIGN_MIDDLE: y = pTop + (pHeight/2) - (height/2); break; case ALIGN_BOTTOM: y = pTop + pHeight - height; break; } return y + yoffset; } /** * Get the width of the GuiElement. * @see SetWidth() * @return Width of the GuiElement. */ int GuiElement::GetWidth() { return width; } /** * Get the height of the GuiElement. * @see SetHeight() * @return Height of the GuiElement. */ int GuiElement::GetHeight() { return height; } /** * Set the width and height of the GuiElement. * @param[in] Width Width in pixel. * @param[in] Height Height in pixel. * @see SetWidth() * @see SetHeight() */ void GuiElement::SetSize(int w, int h) { width = w; height = h; } /** * Get visible. * @see SetVisible() * @return true if visible, false otherwise. */ bool GuiElement::IsVisible() { return visible; } /** * Set visible. * @param[in] Visible Set to true to show GuiElement. * @see IsVisible() */ void GuiElement::SetVisible(bool v) { visible = v; } void GuiElement::SetAlpha(int a) { alpha = a; } int GuiElement::GetAlpha() { int a; if(alphaDyn >= 0) a = alphaDyn; else a = alpha; if(parentElement) a *= parentElement->GetAlpha()/255.0; return a; } void GuiElement::SetScale(float s) { scale = s; } float GuiElement::GetScale() { float s = scale * scaleDyn; if(parentElement) s *= parentElement->GetScale(); return s; } int GuiElement::GetState() { return state; } void GuiElement::SetState(int s) { state = s; } void GuiElement::ResetState() { if(state != STATE_DISABLED) state = STATE_DEFAULT; } void GuiElement::SetClickable(bool c) { clickable = c; } void GuiElement::SetSelectable(bool s) { selectable = s; } bool GuiElement::IsSelectable() { if(state == STATE_DISABLED || state == STATE_CLICKED) return false; else return selectable; } bool GuiElement::IsClickable() { if(state == STATE_DISABLED || state == STATE_CLICKED) return false; else return clickable; } void GuiElement::SetFocus(int f) { focus = f; } int GuiElement::IsFocused() { return focus; } void GuiElement::SetTrigger(GuiTrigger * t) { if(!trigger[0]) trigger[0] = t; else if(!trigger[1]) trigger[1] = t; else // both were assigned, so we'll just overwrite the first one trigger[0] = t; } void GuiElement::SetTrigger(u8 i, GuiTrigger * t) { trigger[i] = t; } bool GuiElement::Rumble() { return rumble; } void GuiElement::SetRumble(bool r) { rumble = r; } int GuiElement::GetEffect() { return effects; } void GuiElement::SetEffect(int eff, int amount, int target) { if(eff & EFFECT_SLIDE_IN) { // these calculations overcompensate a little if(eff & EFFECT_SLIDE_TOP) yoffsetDyn = -screenheight; else if(eff & EFFECT_SLIDE_LEFT) xoffsetDyn = -screenwidth; else if(eff & EFFECT_SLIDE_BOTTOM) yoffsetDyn = screenheight; else if(eff & EFFECT_SLIDE_RIGHT) xoffsetDyn = screenwidth; } if(eff & EFFECT_FADE && amount > 0) { alphaDyn = 0; } else if(eff & EFFECT_FADE && amount < 0) { alphaDyn = alpha; } effects |= eff; effectAmount = amount; effectTarget = target; } void GuiElement::SetEffectOnOver(int eff, int amount, int target) { effectsOver |= eff; effectAmountOver = amount; effectTargetOver = target; } void GuiElement::SetEffectGrow() { SetEffectOnOver(EFFECT_SCALE, 4, 110); } void GuiElement::UpdateEffects() { if(effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT)) { if(effects & EFFECT_SLIDE_IN) { if(effects & EFFECT_SLIDE_LEFT) { xoffsetDyn += effectAmount; if(xoffsetDyn >= 0) { xoffsetDyn = 0; effects = 0; } } else if(effects & EFFECT_SLIDE_RIGHT) { xoffsetDyn -= effectAmount; if(xoffsetDyn <= 0) { xoffsetDyn = 0; effects = 0; } } else if(effects & EFFECT_SLIDE_TOP) { yoffsetDyn += effectAmount; if(yoffsetDyn >= 0) { yoffsetDyn = 0; effects = 0; } } else if(effects & EFFECT_SLIDE_BOTTOM) { yoffsetDyn -= effectAmount; if(yoffsetDyn <= 0) { yoffsetDyn = 0; effects = 0; } } } else { if(effects & EFFECT_SLIDE_LEFT) { xoffsetDyn -= effectAmount; if(xoffsetDyn <= -screenwidth) effects = 0; // shut off effect } else if(effects & EFFECT_SLIDE_RIGHT) { xoffsetDyn += effectAmount; if(xoffsetDyn >= screenwidth) effects = 0; // shut off effect } else if(effects & EFFECT_SLIDE_TOP) { yoffsetDyn -= effectAmount; if(yoffsetDyn <= -screenheight) effects = 0; // shut off effect } else if(effects & EFFECT_SLIDE_BOTTOM) { yoffsetDyn += effectAmount; if(yoffsetDyn >= screenheight) effects = 0; // shut off effect } } } if(effects & EFFECT_FADE) { alphaDyn += effectAmount; if(effectAmount < 0 && alphaDyn <= 0) { alphaDyn = 0; effects = 0; // shut off effect } else if(effectAmount > 0 && alphaDyn >= alpha) { alphaDyn = alpha; effects = 0; // shut off effect } } if(effects & EFFECT_SCALE) { scaleDyn += effectAmount/100.0; if((effectAmount < 0 && scaleDyn <= effectTarget/100.0) || (effectAmount > 0 && scaleDyn >= effectTarget/100.0)) { scaleDyn = effectTarget/100.0; effects = 0; // shut off effect } } } void GuiElement::Update(GuiTrigger * t) { if(updateCB) updateCB(this); } void GuiElement::SetUpdateCallback(UpdateCallback u) { updateCB = u; } void GuiElement::SetPosition(int xoff, int yoff) { xoffset = xoff; yoffset = yoff; } void GuiElement::SetAlignment(int hor, int vert) { alignmentHor = hor; alignmentVert = vert; } int GuiElement::GetSelected() { return -1; } /** * Draw an element on screen. */ void GuiElement::Draw() { } /** * Check if a position is inside the GuiElement. * @param[in] x X position in pixel. * @param[in] y Y position in pixel. */ bool GuiElement::IsInside(int x, int y) { if(x > this->GetLeft() && x < (this->GetLeft()+width) && y > this->GetTop() && y < (this->GetTop()+height)) return true; return false; }