1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162
|
/*
* Modification History
*
* 2001-September-16 Jason Rohrer
* Created.
*/
#ifndef STICKY_BUTTON_GL_INCLUDED
#define STICKY_BUTTON_GL_INCLUDED
#include "ButtonGL.h"
#include "minorGems/graphics/Image.h"
#include "minorGems/graphics/openGL/SingleTextureGL.h"
/**
* A button that can be toggled between a pressed
* and unpressed state.
*
* @author Jason Rohrer
*/
class StickyButtonGL : public ButtonGL {
public:
/**
* Constructs a button.
*
* @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 inUnpressedImage the image to display
* when this button is unpressed. Must have dimensions
* that are powers of 2.
* Will be destroyed when this class is destroyed.
* @param inPressedImage the image to display
* when this button is pressed. Must have dimensions
* that are powers of 2.
* Will be destroyed when this class is destroyed.
*/
StickyButtonGL(
double inAnchorX, double inAnchorY, double inWidth,
double inHeight, Image *inUnpressedImage,
Image *inPressedImage );
/**
* Gets whether this button is toggled to a pressed state.
*
* @return true iff this button is pressed.
*/
virtual char isPressed();
/**
* Sets this button's state.
*
* Note that if this function call causes
* this button's state to change, then all
* registered ActionListeners are notified.
*
* @param inPressed true iff this button should be
* pressed.
*/
virtual void setPressed( char inPressed );
// override funxtions in GUIComponentGL
virtual void mouseDragged( double inX, double inY );
virtual void mousePressed( double inX, double inY );
virtual void mouseReleased( double inX, double inY );
};
inline StickyButtonGL::StickyButtonGL(
double inAnchorX, double inAnchorY, double inWidth,
double inHeight, Image *inUnpressedImage,
Image *inPressedImage )
: ButtonGL( inAnchorX, inAnchorY, inWidth, inHeight,
inUnpressedImage, inPressedImage ) {
}
inline char StickyButtonGL::isPressed() {
if( mCurrentTexture == mPressedTexture ) {
return true;
}
else {
return false;
}
}
inline void StickyButtonGL::setPressed( char inPressed ) {
SingleTextureGL *lastTexture = mCurrentTexture;
if( inPressed ) {
mCurrentTexture = mPressedTexture;
}
else {
mCurrentTexture = mUnpressedTexture;
}
// check for state change
if( lastTexture != mCurrentTexture ) {
fireActionPerformed( this );
}
}
inline void StickyButtonGL::mouseDragged( double inX, double inY ) {
// do nothing until the release
}
inline void StickyButtonGL::mousePressed( double inX, double inY ) {
// do nothing until the release
}
inline void StickyButtonGL::mouseReleased( double inX, double inY ) {
// Note the following situation:
// If the mouse is pressed on another button and then
// released on this button, this button will toggle...
// This is non-standard behavior, but the situation occurs
// rarely. By ignoring this situation, we save a bit of coding,
// but this may need to be fixed later.
if( isInside( inX, inY ) ) {
// toggle our state to the opposite of it's current setting
setPressed( !isPressed() );
// this will fire an action automatically
}
}
#endif
|