mirror of
https://github.com/wiiu-env/libgui.git
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118 lines
4.7 KiB
C++
118 lines
4.7 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 "GuiElement.h"
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#include "GuiText.h"
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#include "GuiController.h"
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#include "GuiImage.h"
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#include "GuiSound.h"
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#include "GuiTrigger.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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{
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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(f32 w, f32 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, s32 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, s32 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, s32 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, s32 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, s32 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 s32 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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