mirror of
https://github.com/wiiu-env/libgui.git
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135 lines
4.9 KiB
C++
135 lines
4.9 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef GUI_BUTTON_H_
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#define GUI_BUTTON_H_
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#include <gui/GuiElement.h>
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#include <gui/GuiText.h>
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#include <gui/GuiController.h>
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#include <gui/GuiImage.h>
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#include <gui/GuiSound.h>
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#include <gui/GuiTrigger.h>
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#include <gui/gx2_ext.h>
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//!Display, manage, and manipulate buttons in the GUI. Buttons can have images, icons, text, and sound set (all of which are optional)
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class GuiButton : public GuiElement {
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public:
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//!Constructor
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//!\param w Width
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//!\param h Height
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GuiButton(float w, float h);
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//!Destructor
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virtual ~GuiButton();
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//!Sets the button's image
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//!\param i Pointer to GuiImage object
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void setImage(GuiImage *i);
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//!Sets the button's image on over
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//!\param i Pointer to GuiImage object
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void setImageOver(GuiImage *i);
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void setIcon(GuiImage *i);
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void setIconOver(GuiImage *i);
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//!Sets the button's image on hold
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//!\param i Pointer to GuiImage object
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void setImageHold(GuiImage *i);
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//!Sets the button's image on click
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//!\param i Pointer to GuiImage object
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void setImageClick(GuiImage *i);
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//!Sets the button's label
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//!\param t Pointer to GuiText object
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//!\param n Index of label to set (optional, default is 0)
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void setLabel(GuiText *t, int32_t n = 0);
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//!Sets the button's label on over (eg: different colored text)
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//!\param t Pointer to GuiText object
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//!\param n Index of label to set (optional, default is 0)
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void setLabelOver(GuiText *t, int32_t n = 0);
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//!Sets the button's label on hold
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//!\param t Pointer to GuiText object
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//!\param n Index of label to set (optional, default is 0)
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void setLabelHold(GuiText *t, int32_t n = 0);
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//!Sets the button's label on click
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//!\param t Pointer to GuiText object
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//!\param n Index of label to set (optional, default is 0)
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void setLabelClick(GuiText *t, int32_t n = 0);
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//!Sets the sound to play on over
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//!\param s Pointer to GuiSound object
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void setSoundOver(GuiSound *s);
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//!Sets the sound to play on hold
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//!\param s Pointer to GuiSound object
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void setSoundHold(GuiSound *s);
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//!Sets the sound to play on click
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//!\param s Pointer to GuiSound object
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void setSoundClick(GuiSound *s);
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//!Set a new GuiTrigger for the element
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//!\param i Index of trigger array to set
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//!\param t Pointer to GuiTrigger
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void setTrigger(GuiTrigger *t, int32_t idx = -1);
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//!
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void resetState(void);
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//!Constantly called to draw the GuiButton
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void draw(CVideo *video);
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//!Constantly called to allow the GuiButton to respond to updated input data
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//!\param t Pointer to a GuiTrigger, containing the current input data from PAD/WPAD
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void update(GuiController *c);
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sigslot::signal2<GuiButton *, const GuiController *> selected;
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sigslot::signal2<GuiButton *, const GuiController *> deSelected;
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sigslot::signal2<GuiButton *, const GuiController *> pointedOn;
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sigslot::signal2<GuiButton *, const GuiController *> pointedOff;
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sigslot::signal3<GuiButton *, const GuiController *, GuiTrigger *> clicked;
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sigslot::signal3<GuiButton *, const GuiController *, GuiTrigger *> held;
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sigslot::signal3<GuiButton *, const GuiController *, GuiTrigger *> released;
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protected:
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static const int32_t iMaxGuiTriggers = 10;
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GuiImage *image; //!< Button image (default)
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GuiImage *imageOver; //!< Button image for STATE_SELECTED
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GuiImage *imageHold; //!< Button image for STATE_HELD
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GuiImage *imageClick; //!< Button image for STATE_CLICKED
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GuiImage *icon;
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GuiImage *iconOver;
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GuiText *label[4]; //!< Label(s) to display (default)
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GuiText *labelOver[4]; //!< Label(s) to display for STATE_SELECTED
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GuiText *labelHold[4]; //!< Label(s) to display for STATE_HELD
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GuiText *labelClick[4]; //!< Label(s) to display for STATE_CLICKED
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GuiSound *soundOver; //!< Sound to play for STATE_SELECTED
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GuiSound *soundHold; //!< Sound to play for STATE_HELD
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GuiSound *soundClick; //!< Sound to play for STATE_CLICKED
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GuiTrigger *trigger[iMaxGuiTriggers]; //!< GuiTriggers (input actions) that this element responds to
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GuiTrigger *clickedTrigger;
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GuiTrigger *heldTrigger;
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};
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#endif
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