usbloadergx/source/libwiigui/gui_button.cpp
giantpune 9e79c9d99b * remove little unused code
* code cleanup
2010-09-18 23:16:05 +00:00

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/****************************************************************************
* libwiigui
*
* Tantric 2009
*
* gui_button.cpp
*
* GUI class definitions
***************************************************************************/
#include "gui.h"
static int scrollison;
/**
* Constructor for the GuiButton class.
*/
GuiButton::GuiButton( int w, int h )
{
width = w;
height = h;
image = NULL;
imageOver = NULL;
imageHold = NULL;
imageClick = NULL;
icon = NULL;
iconOver = NULL;
iconHold = NULL;
iconClick = NULL;
toolTip = NULL;
for ( int i = 0; i < 3; i++ )
{
label[i] = NULL;
labelOver[i] = NULL;
labelHold[i] = NULL;
labelClick[i] = NULL;
}
soundOver = NULL;
soundHold = NULL;
soundClick = NULL;
selectable = true;
holdable = false;
clickable = true;
time1 = time2 = 0;
}
GuiButton::GuiButton( GuiImage* img, GuiImage* imgOver, int hor, int vert, int x, int y, GuiTrigger* trig, GuiSound* sndOver, GuiSound* sndClick, u8 grow )
{
width = img->GetWidth();
height = img->GetHeight();
image = img;
image->SetParent( this );
imageOver = imgOver;
if ( imageOver ) imageOver->SetParent( this );
imageHold = NULL;
imageClick = NULL;
icon = NULL;
iconOver = NULL;
iconHold = NULL;
iconClick = NULL;
toolTip = NULL;
alignmentHor = hor;
alignmentVert = vert;
xoffset = x;
yoffset = y;
trigger[0] = trig;
for ( int i = 0; i < 3; i++ )
{
label[i] = NULL;
labelOver[i] = NULL;
labelHold[i] = NULL;
labelClick[i] = NULL;
}
soundOver = sndOver;
soundHold = NULL;
soundClick = sndClick;
selectable = true;
holdable = false;
clickable = true;
if ( grow == 1 )
{
effectsOver |= EFFECT_SCALE;
effectAmountOver = 4;
effectTargetOver = 110;
}
time1 = time2 = 0;
}
GuiButton::GuiButton( GuiImage* img, GuiImage* imgOver, int hor, int vert, int x, int y, GuiTrigger* trig, GuiSound* sndOver, GuiSound* sndClick, u8 grow, GuiTooltip* tt, int ttx, int tty, int h_align, int v_align )
{
width = img->GetWidth();
height = img->GetHeight();
image = img;
image->SetParent( this );
imageOver = imgOver;
if ( imageOver ) imageOver->SetParent( this );
imageHold = NULL;
imageClick = NULL;
icon = NULL;
iconOver = NULL;
iconHold = NULL;
iconClick = NULL;
toolTip = NULL;
alignmentHor = hor;
alignmentVert = vert;
xoffset = x;
yoffset = y;
trigger[0] = trig;
for ( int i = 0; i < 3; i++ )
{
label[i] = NULL;
labelOver[i] = NULL;
labelHold[i] = NULL;
labelClick[i] = NULL;
}
soundOver = sndOver;
soundHold = NULL;
soundClick = sndClick;
selectable = true;
holdable = false;
clickable = true;
if ( grow == 1 )
{
effectsOver |= EFFECT_SCALE;
effectAmountOver = 4;
effectTargetOver = 110;
}
toolTip = tt;
toolTip->SetParent( this );
toolTip->SetAlignment( h_align, v_align );
toolTip->SetPosition( ttx, tty );
time1 = time2 = 0;
}
/**
* Destructor for the GuiButton class.
*/
GuiButton::~GuiButton()
{
}
void GuiButton::SetImage( GuiImage* img )
{
LOCK( this );
image = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetImageOver( GuiImage* img )
{
LOCK( this );
imageOver = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetImageHold( GuiImage* img )
{
LOCK( this );
imageHold = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetImageClick( GuiImage* img )
{
LOCK( this );
imageClick = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetIcon( GuiImage* img )
{
LOCK( this );
icon = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetIconOver( GuiImage* img )
{
LOCK( this );
iconOver = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetIconHold( GuiImage* img )
{
LOCK( this );
iconHold = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetIconClick( GuiImage* img )
{
LOCK( this );
iconClick = img;
if ( img ) img->SetParent( this );
}
void GuiButton::SetLabel( GuiText* txt, int n )
{
LOCK( this );
label[n] = txt;
if ( txt ) txt->SetParent( this );
}
void GuiButton::SetLabelOver( GuiText* txt, int n )
{
LOCK( this );
labelOver[n] = txt;
if ( txt ) txt->SetParent( this );
}
void GuiButton::SetLabelHold( GuiText* txt, int n )
{
LOCK( this );
labelHold[n] = txt;
if ( txt ) txt->SetParent( this );
}
void GuiButton::SetLabelClick( GuiText* txt, int n )
{
LOCK( this );
labelClick[n] = txt;
if ( txt ) txt->SetParent( this );
}
void GuiButton::SetSoundOver( GuiSound * snd )
{
LOCK( this );
soundOver = snd;
}
void GuiButton::SetSoundHold( GuiSound * snd )
{
LOCK( this );
soundHold = snd;
}
void GuiButton::SetSoundClick( GuiSound * snd )
{
LOCK( this );
soundClick = snd;
}
void GuiButton::SetToolTip( GuiTooltip* tt, int x, int y, int h_align, int v_align )
{
LOCK( this );
if ( tt )
{
toolTip = tt;
toolTip->SetParent( this );
toolTip->SetAlignment( h_align, v_align );
toolTip->SetPosition( x, y );
}
}
void GuiButton::RemoveToolTip()
{
LOCK( this );
toolTip = NULL;
}
void GuiButton::RemoveSoundOver()
{
LOCK( this );
soundOver = NULL;
}
void GuiButton::RemoveSoundClick()
{
LOCK( this );
soundClick = NULL;
}
void GuiButton::SetSkew( int XX1, int YY1, int XX2, int YY2, int XX3, int YY3, int XX4, int YY4 )
{
if ( image )
{
image->xx1 = XX1;
image->yy1 = YY1;
image->xx2 = XX2;
image->yy2 = YY2;
image->xx3 = XX3;
image->yy3 = YY3;
image->xx4 = XX4;
image->yy4 = YY4;
}
}
void GuiButton::SetSkew( int *skew )
{
if ( image )
image->SetSkew( skew );
}
/**
* Draw the button on screen
*/
void GuiButton::Draw()
{
LOCK( this );
if ( !this->IsVisible() )
return;
// draw image
if ( ( state == STATE_SELECTED || state == STATE_HELD ) && imageOver )
imageOver->Draw();
else if ( image )
image->Draw();
// draw icon
if ( ( state == STATE_SELECTED || state == STATE_HELD ) && iconOver )
iconOver->Draw();
else if ( icon )
icon->Draw();
// draw text
for ( int i = 0; i < 3; i++ )
{
if ( ( state == STATE_SELECTED || state == STATE_HELD ) && labelOver[i] )
labelOver[i]->Draw();
else if ( label[i] )
label[i]->Draw();
}
this->UpdateEffects();
}
void GuiButton::DrawTooltip()
{
LOCK( this );
if ( this->IsVisible() && state == STATE_SELECTED && toolTip )
{
if ( time2 == 0 )
{
time( &time1 );
time2 = time1;
}
if ( time1 != 0 ) // timer l<>uft
time( &time1 );
if ( time1 == 0 || difftime( time1, time2 ) >= 2 )
{
if ( time1 != 0 ) // timer gerade abgelaufen
toolTip->SetEffect( EFFECT_FADE, 20 );
time1 = 0;
toolTip->Draw();
return;
}
}
else
{
if ( time2 != 0 && time1 == 0 ) // timer abgelaufen, gerade DESELECT
if ( toolTip ) toolTip->SetEffect( EFFECT_FADE, -20 );
time2 = 0;
}
if ( toolTip && toolTip->GetEffect() )
toolTip->Draw();
}
void GuiButton::ScrollIsOn( int f )
{
LOCK( this );
scrollison = f;
}
void GuiButton::Update( GuiTrigger * t )
{
LOCK( this );
if ( !this->IsVisible() || state == STATE_CLICKED || state == STATE_DISABLED || !t )
return;
else if ( parentElement && parentElement->GetState() == STATE_DISABLED )
return;
#ifdef HW_RVL
// cursor
if ( t->wpad.ir.valid )
{
if ( this->IsInside( t->wpad.ir.x, t->wpad.ir.y ) )
{
if ( state == STATE_DEFAULT ) // we weren't on the button before!
{
if ( scrollison == 0 )
{
this->SetState( STATE_SELECTED, t->chan );
}
if ( this->Rumble() && scrollison == 0 )
rumbleRequest[t->chan] = 1;
if ( soundOver && scrollison == 0 )
soundOver->Play();
if ( effectsOver && !effects && scrollison == 0 )
{
// initiate effects
effects = effectsOver;
effectAmount = effectAmountOver;
effectTarget = effectTargetOver;
}
}
}
else
{
if ( state == STATE_SELECTED && ( stateChan == t->chan || stateChan == -1 ) )
this->ResetState();
if ( effectTarget == effectTargetOver && effectAmount == effectAmountOver )
{
// initiate effects (in reverse)
effects = effectsOver;
effectAmount = -effectAmountOver;
effectTarget = 100;
}
}
}
#else
if ( state == STATE_SELECTED && ( stateChan == t->chan || stateChan == -1 ) )
this->ResetState();
if ( effectTarget == effectTargetOver && effectAmount == effectAmountOver )
{
// initiate effects (in reverse)
effects = effectsOver;
effectAmount = -effectAmountOver;
effectTarget = 100;
}
#endif
// button triggers
if ( this->IsClickable() && scrollison == 0 )
{
s32 wm_btns, wm_btns_trig, cc_btns, cc_btns_trig;
for ( int i = 0; i < 6; i++ )
{
if ( trigger[i] && ( trigger[i]->chan == -1 || trigger[i]->chan == t->chan ) )
{
// higher 16 bits only (wiimote)
wm_btns = t->wpad.btns_d << 16;
wm_btns_trig = trigger[i]->wpad.btns_d << 16;
// lower 16 bits only (classic controller)
cc_btns = t->wpad.btns_d >> 16;
cc_btns_trig = trigger[i]->wpad.btns_d >> 16;
if (
( ( t->wpad.btns_d > 0 &&
wm_btns == wm_btns_trig ) ||
( cc_btns == cc_btns_trig && t->wpad.exp.type == EXP_CLASSIC ) ) ||
( t->pad.btns_d == trigger[i]->pad.btns_d && t->pad.btns_d > 0 ) )
{
if ( t->chan == stateChan || stateChan == -1 )
{
if ( state == STATE_SELECTED )
{
this->SetState( STATE_CLICKED, t->chan );
if ( soundClick )
soundClick->Play();
}
else if ( trigger[i]->type == TRIGGER_BUTTON_ONLY )
{
this->SetState( STATE_CLICKED, t->chan );
if ( soundClick )
soundClick->Play();
}
else if ( trigger[i]->type == TRIGGER_BUTTON_ONLY_IN_FOCUS &&
parentElement->IsFocused() )
{
this->SetState( STATE_CLICKED, t->chan );
if ( soundClick )
soundClick->Play();
}
}
}
}
}
}
if ( this->IsHoldable() )
{
bool held = false;
s32 wm_btns, wm_btns_h, wm_btns_trig, cc_btns, cc_btns_h, cc_btns_trig;
for ( int i = 0; i < 6; i++ )
{
if ( trigger[i] && ( trigger[i]->chan == -1 || trigger[i]->chan == t->chan ) )
{
// higher 16 bits only (wiimote)
wm_btns = t->wpad.btns_d << 16;
wm_btns_h = t->wpad.btns_h << 16;
wm_btns_trig = trigger[i]->wpad.btns_h << 16;
// lower 16 bits only (classic controller)
cc_btns = t->wpad.btns_d >> 16;
cc_btns_h = t->wpad.btns_h >> 16;
cc_btns_trig = trigger[i]->wpad.btns_h >> 16;
if (
( ( t->wpad.btns_d > 0 &&
wm_btns == wm_btns_trig ) ||
( cc_btns == cc_btns_trig && t->wpad.exp.type == EXP_CLASSIC ) ) ||
( t->pad.btns_d == trigger[i]->pad.btns_h && t->pad.btns_d > 0 ) )
{
if ( trigger[i]->type == TRIGGER_HELD && state == STATE_SELECTED &&
( t->chan == stateChan || stateChan == -1 ) )
this->SetState( STATE_CLICKED, t->chan );
}
if (
( ( t->wpad.btns_h > 0 &&
wm_btns_h == wm_btns_trig ) ||
( cc_btns_h == cc_btns_trig && t->wpad.exp.type == EXP_CLASSIC ) ) ||
( t->pad.btns_h == trigger[i]->pad.btns_h && t->pad.btns_h > 0 ) )
{
if ( trigger[i]->type == TRIGGER_HELD )
held = true;
}
if ( !held && state == STATE_HELD && stateChan == t->chan )
{
this->ResetState();
}
else if ( held && state == STATE_CLICKED && stateChan == t->chan )
{
this->SetState( STATE_HELD, t->chan );
}
}
}
}
if ( updateCB )
updateCB( this );
}