libgui/include/gui/GuiButton.h
2020-08-13 12:38:07 +02:00

135 lines
4.9 KiB
C++

/****************************************************************************
* 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/>.
****************************************************************************/
#ifndef GUI_BUTTON_H_
#define GUI_BUTTON_H_
#include <gui/GuiElement.h>
#include <gui/GuiText.h>
#include <gui/GuiController.h>
#include <gui/GuiImage.h>
#include <gui/GuiSound.h>
#include <gui/GuiTrigger.h>
#include <gui/gx2_ext.h>
//!Display, manage, and manipulate buttons in the GUI. Buttons can have images, icons, text, and sound set (all of which are optional)
class GuiButton : public GuiElement {
public:
//!Constructor
//!\param w Width
//!\param h Height
GuiButton(float w, float h);
//!Destructor
virtual ~GuiButton();
//!Sets the button's image
//!\param i Pointer to GuiImage object
void setImage(GuiImage *i);
//!Sets the button's image on over
//!\param i Pointer to GuiImage object
void setImageOver(GuiImage *i);
void setIcon(GuiImage *i);
void setIconOver(GuiImage *i);
//!Sets the button's image on hold
//!\param i Pointer to GuiImage object
void setImageHold(GuiImage *i);
//!Sets the button's image on click
//!\param i Pointer to GuiImage object
void setImageClick(GuiImage *i);
//!Sets the button's label
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void setLabel(GuiText *t, int32_t n = 0);
//!Sets the button's label on over (eg: different colored text)
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void setLabelOver(GuiText *t, int32_t n = 0);
//!Sets the button's label on hold
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void setLabelHold(GuiText *t, int32_t n = 0);
//!Sets the button's label on click
//!\param t Pointer to GuiText object
//!\param n Index of label to set (optional, default is 0)
void setLabelClick(GuiText *t, int32_t n = 0);
//!Sets the sound to play on over
//!\param s Pointer to GuiSound object
void setSoundOver(GuiSound *s);
//!Sets the sound to play on hold
//!\param s Pointer to GuiSound object
void setSoundHold(GuiSound *s);
//!Sets the sound to play on click
//!\param s Pointer to GuiSound object
void setSoundClick(GuiSound *s);
//!Set a new GuiTrigger for the element
//!\param i Index of trigger array to set
//!\param t Pointer to GuiTrigger
void setTrigger(GuiTrigger *t, int32_t idx = -1);
//!
void resetState(void);
//!Constantly called to draw the GuiButton
void draw(CVideo *video);
//!Constantly called to allow the GuiButton to respond to updated input data
//!\param t Pointer to a GuiTrigger, containing the current input data from PAD/WPAD
void update(GuiController *c);
sigslot::signal2<GuiButton *, const GuiController *> selected;
sigslot::signal2<GuiButton *, const GuiController *> deSelected;
sigslot::signal2<GuiButton *, const GuiController *> pointedOn;
sigslot::signal2<GuiButton *, const GuiController *> pointedOff;
sigslot::signal3<GuiButton *, const GuiController *, GuiTrigger *> clicked;
sigslot::signal3<GuiButton *, const GuiController *, GuiTrigger *> held;
sigslot::signal3<GuiButton *, const GuiController *, GuiTrigger *> released;
protected:
static const int32_t iMaxGuiTriggers = 10;
GuiImage *image; //!< Button image (default)
GuiImage *imageOver; //!< Button image for STATE_SELECTED
GuiImage *imageHold; //!< Button image for STATE_HELD
GuiImage *imageClick; //!< Button image for STATE_CLICKED
GuiImage *icon;
GuiImage *iconOver;
GuiText *label[4]; //!< Label(s) to display (default)
GuiText *labelOver[4]; //!< Label(s) to display for STATE_SELECTED
GuiText *labelHold[4]; //!< Label(s) to display for STATE_HELD
GuiText *labelClick[4]; //!< Label(s) to display for STATE_CLICKED
GuiSound *soundOver; //!< Sound to play for STATE_SELECTED
GuiSound *soundHold; //!< Sound to play for STATE_HELD
GuiSound *soundClick; //!< Sound to play for STATE_CLICKED
GuiTrigger *trigger[iMaxGuiTriggers]; //!< GuiTriggers (input actions) that this element responds to
GuiTrigger *clickedTrigger;
GuiTrigger *heldTrigger;
};
#endif