usbloadergx/source/GUI/gui_checkbox.cpp
Cyan 5a52016f92 * Improved Category filtering.
You can now easily hide games on category basis.
Click on a category to cycle through possible checkbox states.

The "ALL" category can now have 3 different states:
  [ ] Not checked = Doesn't display all categories (like before)
  [v] Checked     = Displays all categories (like before)
  [X] Cross       = Displays all categories except forbidden categories.

The other categories now have 4 different states:
  [ ] Not checked = Games containing this category are not filtered (like before)
  [v] Enabled     = All games containing this category will be displayed (like before)
  [X] Forbidden   = All games containing this category will NOT be displayed.
  [+] Required    = All games NOT containing this category will NOT be displayed.
2012-06-09 12:20:14 +00:00

170 lines
4.6 KiB
C++

/****************************************************************************
* Copyright (C) 2010
* by Dimok
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any
* damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any
* purpose, including commercial applications, and to alter it and
* redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you
* must not claim that you wrote the original software. If you use
* this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and
* must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
***************************************************************************/
#include "gui_checkbox.hpp"
#define WHITEBOX_RED_SIZE 4
GuiCheckbox::GuiCheckbox(int s)
: GuiButton(30, 30), Checked(false), MultiStates(false)
{
style = s;
Checksign.SetParent(this);
Cross.SetParent(this);
Plus.SetParent(this);
Blackbox.SetParent(this);
Whitebox.SetParent(this);
Checksign.SetColor((GXColor) {0, 0, 0, 255});
Cross.SetColor((GXColor) {0, 0, 0, 255});
Plus.SetColor((GXColor) {0, 0, 0, 255});
Blackbox.SetColor((GXColor) {0, 0, 0, 255});
Whitebox.SetColor((GXColor) {255, 255, 255, 255});
SetSize(30, 30);
}
GuiCheckbox::GuiCheckbox(int w, int h, int s)
: GuiButton(w, h), Checked(false), MultiStates(false)
{
style = s;
Checksign.SetParent(this);
Cross.SetParent(this);
Plus.SetParent(this);
Blackbox.SetParent(this);
Whitebox.SetParent(this);
Checksign.SetColor((GXColor) {0, 0, 0, 255});
Cross.SetColor((GXColor) {0, 0, 0, 255});
Plus.SetColor((GXColor) {0, 0, 0, 255});
Blackbox.SetColor((GXColor) {0, 0, 0, 255});
Whitebox.SetColor((GXColor) {255, 255, 255, 255});
SetSize(w, h);
}
void GuiCheckbox::SetSize(int w, int h)
{
width = w;
height = h;
Checksign.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
Checksign.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
Cross.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
Cross.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
Plus.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
Plus.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
Blackbox.SetSize(w, h);
Whitebox.SetSize(w-WHITEBOX_RED_SIZE, h-WHITEBOX_RED_SIZE);
Whitebox.SetPosition(WHITEBOX_RED_SIZE/2, WHITEBOX_RED_SIZE/2);
SetAlignment(alignmentHor, alignmentVert);
}
void GuiCheckbox::SetClickSize(int w, int h)
{
width = w;
height = h;
}
void GuiCheckbox::SetTransparent(bool b)
{
Blackbox.SetFilled(b);
Whitebox.SetFilled(b);
}
void GuiCheckbox::SetState(int s, int c)
{
if(s == STATE_CLICKED)
{
if(MultiStates)
{
if(!Checked)
Checked = !Checked;
else
style++;
if(style == MAX_CHECKBOX_STYLE)
{
Checked = !Checked;
style = CHECKSIGN;
}
}
else
Checked = !Checked;
}
GuiButton::SetState(s, c);
}
void GuiCheckbox::SetAlignment(int h, int v)
{
GuiButton::SetAlignment(h, v);
Checksign.SetAlignment(h, v);
Cross.SetAlignment(h, v);
Plus.SetAlignment(h, v);
Blackbox.SetAlignment(h, v);
Whitebox.SetAlignment(h, v);
if(h == ALIGN_RIGHT)
{
Checksign.SetPosition(-WHITEBOX_RED_SIZE/2, Checksign.GetTopPos());
Cross.SetPosition(-WHITEBOX_RED_SIZE/2, Cross.GetTopPos());
Plus.SetPosition(-WHITEBOX_RED_SIZE/2, Plus.GetTopPos());
Whitebox.SetPosition(-WHITEBOX_RED_SIZE/2, Whitebox.GetTopPos());
}
else if(h == ALIGN_CENTER)
{
Checksign.SetPosition(0, Checksign.GetTopPos());
Cross.SetPosition(0, Cross.GetTopPos());
Plus.SetPosition(0, Plus.GetTopPos());
Whitebox.SetPosition(0, Whitebox.GetTopPos());
}
if(v == ALIGN_BOTTOM)
{
Checksign.SetPosition(Checksign.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
Cross.SetPosition(Cross.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
Plus.SetPosition(Plus.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
Whitebox.SetPosition(Whitebox.GetLeftPos(), -WHITEBOX_RED_SIZE/2);
}
else if(v == ALIGN_MIDDLE)
{
Checksign.SetPosition(Checksign.GetLeftPos(), 0);
Cross.SetPosition(Cross.GetLeftPos(), 0);
Plus.SetPosition(Plus.GetLeftPos(), 0);
Whitebox.SetPosition(Whitebox.GetLeftPos(), 0);
}
}
void GuiCheckbox::Draw()
{
GuiButton::Draw();
Blackbox.Draw();
Whitebox.Draw();
if(Checked)
{
if(style == CHECKSIGN)
Checksign.Draw();
else if (style == PLUS)
Plus.Draw();
else
Cross.Draw();
}
}