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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ui/uidefs.h"
#include "ui/ui.h"
#include "io/timer.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
// ---------------------------------------------------------------------------------------
// input:
// do_repeat => property of button, set to 1 to allow pressed events if mouse
// pointer is held over button with left mouse button down,
// otherwise 0 (useful for buttons that scroll items)
// ignore_focus => whether to allow Enter/Spacebar to affect pressed state when
// control has focus
//
void UI_BUTTON::create(UI_WINDOW *wnd, char *_text, int _x, int _y, int _w, int _h, int do_repeat, int ignore_focus)
{
text = NULL;
if (_text) {
if ( _text[0] != '\0' ) {
text = vm_strdup(_text);
}
}
// register gadget with UI window
base_create( wnd, UI_KIND_BUTTON, _x, _y, _w, _h );
// initialize variables
m_flags = 0;
next_repeat = 0;
m_just_highlighted_function = NULL; // assume there is no callback
m_disabled_function = NULL; // ditto
if (do_repeat) {
m_flags |= BF_REPEATS;
next_repeat = 1;
}
m_press_linger = 1;
first_callback = 1;
hotkey_if_focus = KEY_SPACEBAR;
if (ignore_focus){
m_flags |= BF_IGNORE_FOCUS;
}
custom_cursor_bmap = -1;
previous_cursor_bmap = -1;
}
void UI_BUTTON::destroy()
{
if (text) {
vm_free(text);
text = NULL;
}
UI_GADGET::destroy(); // call base as well
}
// sets a hotkey for button that works only when it had focus (or derived focus)
void UI_BUTTON::set_hotkey_if_focus(int key)
{
hotkey_if_focus = key;
}
void UI_BUTTON::reset_status()
{
m_flags &= ~BF_HIGHLIGHTED;
m_flags &= ~BF_HOTKEY_JUST_PRESSED;
m_flags &= ~BF_DOWN;
m_flags &= ~BF_DOUBLE_CLICKED;
m_flags &= ~BF_JUST_HIGHLIGHTED;
m_flags &= ~BF_CLICKED;
}
// reset anything that needs to be at the start of a new frame before processing
void UI_BUTTON::frame_reset()
{
m_flags &= ~BF_HIGHLIGHTED;
m_flags &= ~BF_HOTKEY_JUST_PRESSED;
m_flags &= ~BF_DOWN;
m_flags &= ~BF_JUST_PRESSED;
m_flags &= ~BF_JUST_RELEASED;
m_flags &= ~BF_CLICKED;
m_flags &= ~BF_DOUBLE_CLICKED;
m_flags &= ~BF_JUST_HIGHLIGHTED;
restore_previous_cursor();
}
// Force button to draw a specified frame
void UI_BUTTON::draw_forced(int frame_num)
{
if (uses_bmaps) {
if (bmap_ids[frame_num] >= 0) {
gr_set_bitmap(bmap_ids[frame_num]);
gr_bitmap(x, y);
// my_wnd->draw_tooltip();
// redraw any associated xstr
my_wnd->draw_XSTR_forced(this, frame_num);
}
}
}
// Render button. How it draws exactly depends on it's current state.
void UI_BUTTON::draw()
{
int offset, frame_num = -1;
if (uses_bmaps) {
gr_reset_clip();
// if button is down, draw it that way
if (button_down()) {
if (bmap_ids[B_PRESSED] >= 0){
frame_num = B_PRESSED;
}
// otherwise if button is disabled, draw it that way
} else if (disabled_flag) {
if (bmap_ids[B_DISABLED] >= 0){
frame_num = B_DISABLED;
}
// otherwise, if button is highlighted (mouse is over it, but mouse buttons not down) draw it that way
} else if (m_flags & BF_HIGHLIGHTED) {
if (bmap_ids[B_HIGHLIGHT] >= 0){
frame_num = B_HIGHLIGHT;
}
// otherwise, just draw it normally
} else {
if (bmap_ids[B_NORMAL] >= 0){
frame_num = B_NORMAL;
}
}
if (frame_num >= 0) {
gr_set_bitmap(bmap_ids[frame_num]);
gr_bitmap(x, y);
}
} else {
gr_set_font(my_wnd->f_id);
gr_set_clip( x, y, w, h );
// draw the button's box
if (button_down()) {
ui_draw_box_in( 0, 0, w-1, h-1 );
offset = 1;
} else {
ui_draw_box_out( 0, 0, w-1, h-1 );
offset = 0;
}
// now draw the button's text
if (disabled_flag){
gr_set_color_fast(&CDARK_GRAY);
} else if (my_wnd->selected_gadget == this){
gr_set_color_fast(&CBRIGHT_GREEN);
} else {
gr_set_color_fast(&CBLACK);
}
if (text){
ui_string_centered( Middle(w) + offset, Middle(h) + offset, text );
}
gr_reset_clip();
}
}
// process() is called to process the button, which amounts to:
// If mouse is over button, hilight it
// If highlighted and mouse button down, flag button as down
// If hotkey pressed, flag button as down
// If hotkey_if_focus pressed, and button has focus, flag button as down
// Set various BF_JUST_* flags if events changed from last frame
//
void UI_BUTTON::process(int focus)
{
int mouse_on_me, old_flags;
old_flags = m_flags;
frame_reset();
// check mouse over control and handle hilighting state
mouse_on_me = is_mouse_on();
// if gadget is disabled, force button up and return
if (disabled_flag) {
if (old_flags & BF_DOWN){
m_flags |= BF_JUST_RELEASED;
}
if (!hidden && !my_wnd->use_hack_to_get_around_stupid_problem_flag) {
if (mouse_on_me && B1_JUST_PRESSED){
gamesnd_play_iface(SND_GENERAL_FAIL);
}
if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ){
gamesnd_play_iface(SND_GENERAL_FAIL);
}
}
// do callback if the button is disabled
if (mouse_on_me && B1_JUST_PRESSED){
if (m_disabled_function != NULL) {
m_disabled_function();
}
}
return;
}
// check focus and derived focus with one variable
if (my_wnd->selected_gadget == this) {
focus = 1;
}
// show alternate cursor, perhaps?
maybe_show_custom_cursor();
if ( !mouse_on_me ) {
next_repeat = 0;
} else {
m_flags |= BF_HIGHLIGHTED;
if ( !(old_flags & BF_HIGHLIGHTED) ) {
int do_callback = 1;
m_flags |= BF_JUST_HIGHLIGHTED;
// if a callback exists, call it
if (m_just_highlighted_function) {
if ( m_flags & BF_SKIP_FIRST_HIGHLIGHT_CALLBACK ) {
if ( first_callback ) {
do_callback = 0;
}
}
first_callback = 0;
if ( do_callback ) {
m_just_highlighted_function();
}
}
}
}
// check if mouse is pressed
if ( B1_PRESSED && mouse_on_me ) {
m_flags |= BF_DOWN;
capture_mouse();
}
// check if hotkey is down or not
if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ) {
m_flags |= BF_DOWN | BF_CLICKED;
}
// only check for space/enter keystrokes if we are not ignoring the focus (this is the
// default behavior)
if ( !(m_flags & BF_IGNORE_FOCUS) ) {
if ( focus && (hotkey_if_focus >= 0) ) {
if (my_wnd->keypress == hotkey_if_focus)
m_flags |= BF_DOWN | BF_CLICKED;
if ( (hotkey_if_focus == KEY_SPACEBAR) && (my_wnd->keypress == KEY_ENTER) )
m_flags |= BF_DOWN | BF_CLICKED;
}
}
// handler for button not down
if ( !(m_flags & BF_DOWN) ) {
next_repeat = 0;
if ( (old_flags & BF_DOWN) && !(old_flags & BF_CLICKED) ) // check for release of mouse, not hotkey
m_flags |= BF_JUST_RELEASED;
// non-repeating buttons behave sort of uniquely.. They activate when released over button
if (!(m_flags & BF_REPEATS)) {
if ( (m_flags & BF_JUST_RELEASED) && (m_flags & BF_HIGHLIGHTED) )
m_flags |= BF_CLICKED;
}
return;
}
// check if button just went down this frame
if ( !(old_flags & BF_DOWN) ) {
m_flags |= BF_JUST_PRESSED;
m_press_linger = timestamp(100);
if (user_function)
user_function();
if (m_flags & BF_REPEATS) {
next_repeat = timestamp(B_REPEAT_TIME * 3);
m_flags |= BF_CLICKED;
}
}
// check if a repeat event should occur
if ( timestamp_elapsed(next_repeat) && (m_flags & BF_REPEATS) ) {
next_repeat = timestamp(B_REPEAT_TIME);
m_flags |= BF_CLICKED;
m_press_linger = timestamp(100);
}
// check for double click occurance
if (B1_DOUBLE_CLICKED && mouse_on_me) {
m_flags |= BF_DOUBLE_CLICKED;
m_press_linger = timestamp(100);
}
}
// Check if button should do it's function in life (trigger the event)
//
int UI_BUTTON::pressed()
{
if (m_flags & BF_CLICKED)
return TRUE;
return FALSE;
}
int UI_BUTTON::double_clicked()
{
if ( m_flags & BF_DOUBLE_CLICKED )
return TRUE;
else
return FALSE;
}
int UI_BUTTON::just_pressed()
{
if ( m_flags & BF_JUST_PRESSED )
return TRUE;
else
return FALSE;
}
int UI_BUTTON::just_highlighted()
{
if ( m_flags & BF_JUST_HIGHLIGHTED )
return TRUE;
else
return FALSE;
}
// ----------------------------------------------------------------------------------
// Checks if button is down (or up). This checks the button instead, rather than any
// events that may have caused it to be down. Buttons also stay down for a certain amount
// of time minimum, to make sure it's long enough for the user to see it has went down (since
// one frame is probably far to quick for users to notice it). Basically, this indicates
// how the button is being drawn, if you want to think of it that way.
int UI_BUTTON::button_down()
{
if ( (m_flags & BF_DOWN) || !timestamp_elapsed(m_press_linger) )
return TRUE;
else
return FALSE;
}
// ------------------------------------------------------------
// set the callback function for when the mouse first goes over
// a button
//
void UI_BUTTON::set_highlight_action( void (*_user_function)(void) )
{
m_just_highlighted_function = _user_function;
}
void UI_BUTTON::set_disabled_action( void (*_user_function)(void) )
{
m_disabled_function = _user_function;
}
// Is the mouse over this button?
int UI_BUTTON::button_hilighted()
{
return m_flags & BF_HIGHLIGHTED;
}
// Is the mouse over this button?
void UI_BUTTON::set_button_hilighted()
{
m_flags |= BF_HIGHLIGHTED;
}
// Force button to get pressed
void UI_BUTTON::press_button()
{
if ( !disabled_flag ) {
m_flags |= BF_DOWN | BF_CLICKED;
//m_flags |= BF_JUST_PRESSED;
}
}
// reset the "pressed" timestamps
void UI_BUTTON::reset_timestamps()
{
m_press_linger = 1;
next_repeat = 0;
}
void UI_BUTTON::skip_first_highlight_callback()
{
m_flags |= BF_SKIP_FIRST_HIGHLIGHT_CALLBACK;
first_callback = 1;
}
void UI_BUTTON::repeatable(int yes)
{
if(yes){
m_flags |= BF_REPEATS;
next_repeat = 1;
} else {
m_flags &= ~(BF_REPEATS);
next_repeat = 0;
}
}
void UI_BUTTON::maybe_show_custom_cursor()
{
if (disabled_flag)
return;
// set the mouseover cursor
if (is_mouse_on()) {
if ((custom_cursor_bmap >= 0) && (previous_cursor_bmap < 0)) {
previous_cursor_bmap = gr_get_cursor_bitmap();
gr_set_cursor_bitmap(custom_cursor_bmap, GR_CURSOR_LOCK); // set and lock
}
}
}
void UI_BUTTON::restore_previous_cursor()
{
if (previous_cursor_bmap >= 0) {
gr_set_cursor_bitmap(previous_cursor_bmap, GR_CURSOR_UNLOCK); // restore and unlock
previous_cursor_bmap = -1;
}
}
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