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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Button class
//=============================================================================
#ifndef CRAB_BUTTON_H
#define CRAB_BUTTON_H
#include "crab/GameParam.h"
#include "crab/image/ImageManager.h"
#include "crab/input/hotkey.h"
#include "crab/music/MusicManager.h"
#include "crab/text/TextManager.h"
#include "crab/ui/Caption.h"
#include "crab/ui/element.h"
#include "crab/ui/HoverInfo.h"
namespace Crab {
namespace pyrodactyl {
namespace ui {
enum ButtonAction {
BUAC_IGNORE,
BUAC_LCLICK,
BUAC_RCLICK,
BUAC_GRABBED
};
struct ButtonImage {
ImageKey _normal, _select, _hover;
bool operator==(const ButtonImage &img) {
return _normal == img._normal && _select == img._select && _hover == img._hover; }
ButtonImage() {
_normal = 0;
_select = 0;
_hover = 0;
}
void load(rapidxml::xml_node<char> *node, const bool &echo = true) {
if (nodeValid(node)) {
loadImgKey(_normal, "img_b", node, echo);
loadImgKey(_select, "img_s", node, echo);
loadImgKey(_hover, "img_h", node, echo);
}
}
void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
root->append_attribute(doc.allocate_attribute("img_b", g_engine->_stringPool->get(_normal)));
root->append_attribute(doc.allocate_attribute("img_s", g_engine->_stringPool->get(_select)));
root->append_attribute(doc.allocate_attribute("img_h", g_engine->_stringPool->get(_hover)));
}
};
class Button : public Element {
public:
bool _visible, _mousePressed;
// We need to keep track of keyboard and mouse hovering separately
bool _hoverMouse, _hoverKey, _hoverPrev;
// Can the player move this button?
bool _canmove;
// The button images
ButtonImage _img;
// The sound effect played when button is clicked
pyrodactyl::music::ChunkKey _seClick, _seHover;
// Text shown when mouse is hovered over the button
HoverInfo _tooltip;
// Text shown all times on the button
Caption _caption;
// A hotkey is a keyboard key(s) that are equivalent to pressing a button
pyrodactyl::input::HotKey _hotkey;
Button();
~Button() {}
void reset();
void setUI(Rect *parent = nullptr);
void load(rapidxml::xml_node<char> *node, const bool &echo = true);
void init(const Button &ref, const int &xOffset = 0, const int &yOffset = 0);
void img(Button &b) {
_img = b._img;
}
void img(ButtonImage &image) {
_img = image;
}
ButtonImage img() {
return _img;
}
void draw(const int &xOffset = 0, const int &yOffset = 0, Rect *clip = nullptr);
ButtonAction handleEvents(const Common::Event &event, const int &xOffset = 0, const int &yOffset = 0);
// Special functions to only draw parts of a button (used in special situations like world map)
void imageCaptionOnlyDraw(const int &xOffset = 0, const int &yOffset = 0, Rect *clip = nullptr);
void hoverInfoOnlyDraw(const int &xOffset = 0, const int &yOffset = 0, Rect *clip = nullptr);
};
} // End of namespace ui
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_BUTTON_H
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