libgui-maschell/source/gui/GuiButton.cpp

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2017-10-29 10:28:14 +01:00
/****************************************************************************
* Copyright (C) 2015 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#include "GuiButton.h"
#include "GuiTrigger.h"
#include "GuiController.h"
/**
* Constructor for the GuiButton class.
*/
GuiButton::GuiButton(f32 w, f32 h)
{
width = w;
height = h;
image = NULL;
imageOver = NULL;
imageHold = NULL;
imageClick = NULL;
icon = NULL;
iconOver = NULL;
for(s32 i = 0; i < 4; i++)
{
label[i] = NULL;
labelOver[i] = NULL;
labelHold[i] = NULL;
labelClick[i] = NULL;
}
for(s32 i = 0; i < iMaxGuiTriggers; i++)
{
trigger[i] = NULL;
}
soundOver = NULL;
soundHold = NULL;
soundClick = NULL;
clickedTrigger = NULL;
heldTrigger = NULL;
selectable = true;
holdable = false;
clickable = true;
}
/**
* Destructor for the GuiButton class.
*/
GuiButton::~GuiButton()
{
}
void GuiButton::setImage(GuiImage* img)
{
image = img;
if(img) img->setParent(this);
}
void GuiButton::setImageOver(GuiImage* img)
{
imageOver = img;
if(img) img->setParent(this);
}
void GuiButton::setImageHold(GuiImage* img)
{
imageHold = img;
if(img) img->setParent(this);
}
void GuiButton::setImageClick(GuiImage* img)
{
imageClick = img;
if(img) img->setParent(this);
}
void GuiButton::setIcon(GuiImage* img)
{
icon = img;
if(img) img->setParent(this);
}
void GuiButton::setIconOver(GuiImage* img)
{
iconOver = img;
if(img) img->setParent(this);
}
void GuiButton::setLabel(GuiText* txt, s32 n)
{
label[n] = txt;
if(txt) txt->setParent(this);
}
void GuiButton::setLabelOver(GuiText* txt, s32 n)
{
labelOver[n] = txt;
if(txt) txt->setParent(this);
}
void GuiButton::setLabelHold(GuiText* txt, s32 n)
{
labelHold[n] = txt;
if(txt) txt->setParent(this);
}
void GuiButton::setLabelClick(GuiText* txt, s32 n)
{
labelClick[n] = txt;
if(txt) txt->setParent(this);
}
void GuiButton::setSoundOver(GuiSound * snd)
{
soundOver = snd;
}
void GuiButton::setSoundHold(GuiSound * snd)
{
soundHold = snd;
}
void GuiButton::setSoundClick(GuiSound * snd)
{
soundClick = snd;
}
void GuiButton::setTrigger(GuiTrigger * t, s32 idx)
{
if(idx >= 0 && idx < iMaxGuiTriggers)
{
trigger[idx] = t;
}
else
{
for(s32 i = 0; i < iMaxGuiTriggers; i++)
{
if(!trigger[i])
{
trigger[i] = t;
break;
}
}
}
}
void GuiButton::resetState(void)
{
clickedTrigger = NULL;
heldTrigger = NULL;
GuiElement::resetState();
}
/**
* Draw the button on screen
*/
void GuiButton::draw(CVideo *v)
{
if(!this->isVisible())
return;
// draw image
if((isDrawOverOnlyWhenSelected() && (isStateSet(STATE_SELECTED) && imageOver)) ||
(!isDrawOverOnlyWhenSelected() && (isStateSet(STATE_OVER | STATE_SELECTED | STATE_CLICKED | STATE_HELD) && imageOver)))
imageOver->draw(v);
else if(image)
image->draw(v);
if((isDrawOverOnlyWhenSelected() && (isStateSet(STATE_SELECTED) && iconOver)) ||
(!isDrawOverOnlyWhenSelected() && (isStateSet(STATE_OVER | STATE_SELECTED | STATE_CLICKED | STATE_HELD) && iconOver)))
iconOver->draw(v);
else if(icon)
icon->draw(v);
// draw text
for(s32 i = 0; i < 4; i++)
{
if(isStateSet(STATE_OVER | STATE_SELECTED | STATE_CLICKED | STATE_HELD) && labelOver[i])
labelOver[i]->draw(v);
else if(label[i])
label[i]->draw(v);
}
}
void GuiButton::update(GuiController * c)
{
if(!c || isStateSet(STATE_DISABLED|STATE_HIDDEN|STATE_DISABLE_INPUT, c->chan))
return;
else if(parentElement && (parentElement->isStateSet(STATE_DISABLED|STATE_HIDDEN|STATE_DISABLE_INPUT, c->chan)))
return;
if(selectable)
{
if(c->data.validPointer && this->isInside(c->data.x, c->data.y))
{
if(!isStateSet(STATE_OVER, c->chan))
{
setState(STATE_OVER, c->chan);
//if(this->isRumbleActive())
// this->rumble(t->chan);
if(soundOver)
soundOver->Play();
if(effectsOver && !effects)
{
// initiate effects
effects = effectsOver;
effectAmount = effectAmountOver;
effectTarget = effectTargetOver;
}
pointedOn(this, c);
}
}
else if(isStateSet(STATE_OVER, c->chan))
{
this->clearState(STATE_OVER, c->chan);
pointedOff(this, c);
if(effectTarget == effectTargetOver && effectAmount == effectAmountOver)
{
// initiate effects (in reverse)
effects = effectsOver;
effectAmount = -effectAmountOver;
effectTarget = 100;
}
}
}
for(s32 i = 0; i < iMaxGuiTriggers; i++)
{
if(!trigger[i])
continue;
// button triggers
if(clickable)
{
s32 isClicked = trigger[i]->clicked(c);
if( !clickedTrigger && (isClicked != GuiTrigger::CLICKED_NONE)
&& (trigger[i]->isClickEverywhere() || (isStateSet(STATE_SELECTED | STATE_OVER, c->chan) && trigger[i]->isSelectionClickEverywhere()) || this->isInside(c->data.x, c->data.y)))
{
if(soundClick)
soundClick->Play();
clickedTrigger = trigger[i];
if(!isStateSet(STATE_CLICKED, c->chan)){
if(isClicked == GuiTrigger::CLICKED_TOUCH){
setState(STATE_CLICKED_TOUCH, c->chan);
}else{
setState(STATE_CLICKED, c->chan);
}
}
clicked(this, c, trigger[i]);
}
else if((isStateSet(STATE_CLICKED, c->chan) || isStateSet(STATE_CLICKED_TOUCH, c->chan)) && (clickedTrigger == trigger[i]) && !isStateSet(STATE_HELD, c->chan) && !trigger[i]->held(c) && ((isClicked == GuiTrigger::CLICKED_NONE) || trigger[i]->released(c)))
{
if((isStateSet(STATE_CLICKED_TOUCH, c->chan) && this->isInside(c->data.x, c->data.y)) || (isStateSet(STATE_CLICKED, c->chan))){
clickedTrigger = NULL;
clearState(STATE_CLICKED, c->chan);
released(this, c, trigger[i]);
}
}
}
if(holdable)
{
bool isHeld = trigger[i]->held(c);
if( (!heldTrigger || heldTrigger == trigger[i]) && isHeld
&& (trigger[i]->isHoldEverywhere() || (isStateSet(STATE_SELECTED | STATE_OVER, c->chan) && trigger[i]->isSelectionClickEverywhere()) || this->isInside(c->data.x, c->data.y)))
{
heldTrigger = trigger[i];
if(!isStateSet(STATE_HELD, c->chan))
setState(STATE_HELD, c->chan);
held(this, c, trigger[i]);
}
else if(isStateSet(STATE_HELD, c->chan) && (heldTrigger == trigger[i]) && (!isHeld || trigger[i]->released(c)))
{
//! click is removed at this point and converted to held
if(clickedTrigger == trigger[i])
{
clickedTrigger = NULL;
clearState(STATE_CLICKED, c->chan);
}
heldTrigger = NULL;
clearState(STATE_HELD, c->chan);
released(this, c, trigger[i]);
}
}
}
}