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/*
* Modification History
*
* 2001-September-16 Jason Rohrer
* Created.
*
* 2001-November-3 Jason Rohrer
* Fixed a gutter size bug that occurred when there was
* only one row or column.
* Changed so that rows are filled before adding new columns.
* Fixed a bug in setSelectedIndex.
*/
#ifndef MULTI_BUTTON_GL_INCLUDED
#define MULTI_BUTTON_GL_INCLUDED
#include "GUIContainerGL.h"
#include "StickyButtonGL.h"
#include "minorGems/graphics/Image.h"
#include "minorGems/ui/event/ActionListenerList.h"
#include "minorGems/ui/event/ActionListener.h"
#include "minorGems/ui/GUIComponent.h"
#include <math.h>
#include <stdio.h>
/**
* A set of buttons that allows only one to be depressed
* at a time.
*
* @author Jason Rohrer
*/
class MultiButtonGL : public GUIContainerGL,
public ActionListener,
public ActionListenerList {
public:
/**
* Constructs a set of buttons.
*
* @param inAnchorX the x position of the upper left corner
* of this component.
* @param inAnchorY the y position of the upper left corner
* of this component.
* @param inWidth the width of this component.
* @param inHeight the height of this component.
* @param inNumButtons the number of buttons in the set.
* @param inUnpressedImages the images to display
* when each button is unpressed. Images must have dimensions
* that are powers of 2.
* Will be destroyed when this class is destroyed.
* @param inPressedImages the images to display
* when each button is pressed. Images must have dimensions
* that are powers of 2.
* Will be destroyed when this class is destroyed.
* @param inGutterFraction the fraction of each row
* and column that should be taken up by the gutters
* (the spaces between buttons). In [0, 1.0].
*/
MultiButtonGL(
double inAnchorX, double inAnchorY, double inWidth,
double inHeight, int inNumButtons,
Image **inUnpressedImages,
Image **inPressedImages,
double inGutterFraction );
~MultiButtonGL();
/**
* Sets the currently depressed button.
*
* Note that if this function causes a change
* in the state of the set, an action will
* be fired to all registered listeners.
*
* @param inButtonIndex the index of the button to depress.
*/
void setSelectedButton( int inButtonIndex );
/**
* Gets the index of the currently depressed button.
*
* Note that if this function causes a change
* in the state of the set, an action will
* be fired to all registered listeners.
*
* @return the index of the button that is depressed.
*/
int getSelectedButton();
// we don't need to override any mouse
// or redraw functions, since the container
// and the buttons should handle these correctly
// implements the ActionListener interface
virtual void actionPerformed( GUIComponent *inTarget );
protected:
int mNumButtons;
StickyButtonGL **mButtons;
int mSelectedIndex;
char mIgnoreEvents;
/**
* Maps a button in mButtons to its index in the
* mButtons array.
*
* @param inButton the button to get an index for.
*
* @return the index of inButton in the mButtons array.
*/
int buttonToIndex( StickyButtonGL *inButton );
};
inline MultiButtonGL::MultiButtonGL(
double inAnchorX, double inAnchorY, double inWidth,
double inHeight, int inNumButtons,
Image **inUnpressedImages,
Image **inPressedImages,
double inGutterFraction )
: GUIContainerGL( inAnchorX, inAnchorY, inWidth, inHeight ),
mNumButtons( inNumButtons ),
mButtons( new StickyButtonGL*[inNumButtons] ),
mSelectedIndex( 0 ),
mIgnoreEvents( false ) {
int numColumns = (int)( sqrt( mNumButtons ) );
int numRows = mNumButtons / numColumns;
while( numRows * numColumns < mNumButtons ) {
numRows++;
}
// determine gutter and button sizes
double gutterSizeX;
double gutterSizeY;
if( numRows == 1 ) {
gutterSizeY = 0;
}
else {
gutterSizeY =
( inHeight * inGutterFraction ) / ( numRows - 1 );
}
if( numColumns == 1 ) {
gutterSizeX = 0;
}
else {
gutterSizeX =
( inWidth * inGutterFraction ) / ( numColumns - 1 );
}
double buttonSizeX =
( inWidth * ( 1 - inGutterFraction ) ) / ( numColumns );
double buttonSizeY =
( inHeight * ( 1 - inGutterFraction ) ) / ( numRows );
// setup each button
int buttonIndex = 0;
for( int r=0; r<numRows; r++ ) {
for( int c=0; c<numColumns; c++ ) {
double anchorX = inAnchorX +
c * ( buttonSizeX + gutterSizeX );
double anchorY = inAnchorY +
r * ( buttonSizeY + gutterSizeY );
mButtons[ buttonIndex ] =
new StickyButtonGL( anchorX, anchorY,
buttonSizeX, buttonSizeY,
inUnpressedImages[ buttonIndex ],
inPressedImages[ buttonIndex ] );
GUIContainerGL::add( mButtons[ buttonIndex ] );
buttonIndex++;
if( buttonIndex >= mNumButtons ) {
// jump out of our loop if we run out of buttons
c = numColumns;
r = numRows;
}
}
}
// now we've added all of our buttons
// press one of them before we add any listeners
mButtons[ mSelectedIndex ]->setPressed( true );
// now add ourselves as an action listener to each button
for( int i=0; i<mNumButtons; i++ ) {
mButtons[ i ]->addActionListener( this );
}
// delete the arrays pointing to the images, since
// they are no longer needed
delete [] inUnpressedImages;
delete [] inPressedImages;
}
inline MultiButtonGL::~MultiButtonGL() {
// note that we don't need to delete the buttons
// themselves, since they will be deleted by GUIContainer
// destructor
delete [] mButtons;
}
inline void MultiButtonGL::setSelectedButton( int inButtonIndex ) {
// simply press the appropriate button, and let the
// action handlers do the rest
mButtons[ inButtonIndex ]->setPressed( true );
}
inline int MultiButtonGL::getSelectedButton() {
return mSelectedIndex;
}
inline void MultiButtonGL::actionPerformed( GUIComponent *inTarget ) {
if( !mIgnoreEvents ) {
int buttonIndex = buttonToIndex( (StickyButtonGL*)inTarget );
// if another button is being pressed
if( buttonIndex != mSelectedIndex
&& mButtons[ buttonIndex ]->isPressed() ) {
// unpress the old button, ignoring the resulting event
mIgnoreEvents = true;
mButtons[ mSelectedIndex ]->setPressed( false );
mIgnoreEvents = false;
mSelectedIndex = buttonIndex;
fireActionPerformed( this );
}
// else if our selected button is being unpressed
else if( buttonIndex == mSelectedIndex
&& !( mButtons[ buttonIndex ]->isPressed() ) ) {
// don't allow it to become unpressed
// re-press it, ignoring the resulting event
mIgnoreEvents = true;
mButtons[ mSelectedIndex ]->setPressed( true );
mIgnoreEvents = false;
// don't fire an action, since our state
// has not changed
}
}
}
inline int MultiButtonGL::buttonToIndex( StickyButtonGL *inButton ) {
for( int i=0; i<mNumButtons; i++ ) {
if( mButtons[i] == inButton ) {
return i;
}
}
// return the first button index by default
printf( "MultiButtonGL: no matching button found.\n" );
return 0;
}
#endif
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