\r
#include "IrrCompileConfig.h"\r
\r
+#include <IGUIStaticText.h>\r
+#include "irrlicht_changes/static_text.h"\r
#include "IGUIButton.h"\r
#include "IGUISpriteBank.h"\r
#include "ITexture.h"\r
#include "SColor.h"\r
#include "guiSkin.h"\r
+#include "StyleSpec.h"\r
\r
using namespace irr;\r
\r
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)\r
- namespace irr { namespace gui {\r
-\r
- //! State of buttons used for drawing texture images.\r
- //! Note that only a single state is active at a time\r
- //! Also when no image is defined for a state it will use images from another state\r
- //! and if that state is not set from the replacement for that,etc.\r
- //! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.\r
- enum EGUI_BUTTON_IMAGE_STATE {\r
- //! When no other states have images they will all use this one.\r
- EGBIS_IMAGE_UP,\r
- //! When not set EGBIS_IMAGE_UP is used.\r
- EGBIS_IMAGE_UP_MOUSEOVER,\r
- //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.\r
- EGBIS_IMAGE_UP_FOCUSED,\r
- //! When not set EGBIS_IMAGE_UP_FOCUSED is used.\r
- EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,\r
- //! When not set EGBIS_IMAGE_UP is used.\r
- EGBIS_IMAGE_DOWN,\r
- //! When not set EGBIS_IMAGE_DOWN is used.\r
- EGBIS_IMAGE_DOWN_MOUSEOVER,\r
- //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.\r
- EGBIS_IMAGE_DOWN_FOCUSED,\r
- //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.\r
- EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,\r
- //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).\r
- EGBIS_IMAGE_DISABLED,\r
- //! not used, counts the number of enumerated items\r
- EGBIS_COUNT\r
- };\r
-\r
- //! Names for gui button image states\r
- const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] =\r
- {\r
- "Image", // not "ImageUp" as it otherwise breaks serialization of old files\r
- "ImageUpOver",\r
- "ImageUpFocused",\r
- "ImageUpFocusedOver",\r
- "PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files\r
- "ImageDownOver",\r
- "ImageDownFocused",\r
- "ImageDownFocusedOver",\r
- "ImageDisabled",\r
- 0 // count\r
- };\r
-\r
- }}\r
+namespace irr\r
+{\r
+namespace gui\r
+{\r
+\r
+//! State of buttons used for drawing texture images.\r
+//! Note that only a single state is active at a time\r
+//! Also when no image is defined for a state it will use images from another state\r
+//! and if that state is not set from the replacement for that,etc.\r
+//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.\r
+enum EGUI_BUTTON_IMAGE_STATE\r
+{\r
+ //! When no other states have images they will all use this one.\r
+ EGBIS_IMAGE_UP,\r
+ //! When not set EGBIS_IMAGE_UP is used.\r
+ EGBIS_IMAGE_UP_MOUSEOVER,\r
+ //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.\r
+ EGBIS_IMAGE_UP_FOCUSED,\r
+ //! When not set EGBIS_IMAGE_UP_FOCUSED is used.\r
+ EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,\r
+ //! When not set EGBIS_IMAGE_UP is used.\r
+ EGBIS_IMAGE_DOWN,\r
+ //! When not set EGBIS_IMAGE_DOWN is used.\r
+ EGBIS_IMAGE_DOWN_MOUSEOVER,\r
+ //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.\r
+ EGBIS_IMAGE_DOWN_FOCUSED,\r
+ //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.\r
+ EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,\r
+ //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button\r
+ //! state).\r
+ EGBIS_IMAGE_DISABLED,\r
+ //! not used, counts the number of enumerated items\r
+ EGBIS_COUNT\r
+};\r
+\r
+//! Names for gui button image states\r
+const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] = {\r
+ "Image", // not "ImageUp" as it otherwise breaks serialization of old\r
+ // files\r
+ "ImageUpOver", "ImageUpFocused", "ImageUpFocusedOver",\r
+ "PressedImage", // not "ImageDown" as it otherwise breaks serialization of\r
+ // old files\r
+ "ImageDownOver", "ImageDownFocused", "ImageDownFocusedOver",\r
+ "ImageDisabled",\r
+ 0 // count\r
+};\r
+\r
+}\r
+}\r
\r
#endif\r
\r
+class ISimpleTextureSource;\r
+\r
class GUIButton : public gui::IGUIButton\r
{\r
public:\r
-\r
//! constructor\r
- GUIButton(gui::IGUIEnvironment* environment, gui::IGUIElement* parent,\r
- s32 id, core::rect<s32> rectangle, bool noclip=false);\r
+ GUIButton(gui::IGUIEnvironment *environment, gui::IGUIElement *parent, s32 id,\r
+ core::rect<s32> rectangle, ISimpleTextureSource *tsrc,\r
+ bool noclip = false);\r
\r
//! destructor\r
virtual ~GUIButton();\r
\r
//! called if an event happened.\r
- virtual bool OnEvent(const SEvent& event) override;\r
+ virtual bool OnEvent(const SEvent &event) override;\r
\r
//! draws the element and its children\r
virtual void draw() override;\r
\r
- //! sets another skin independent font. if this is set to zero, the button uses the font of the skin.\r
- virtual void setOverrideFont(gui::IGUIFont* font=0) override;\r
+ //! sets another skin independent font. if this is set to zero, the button uses\r
+ //! the font of the skin.\r
+ virtual void setOverrideFont(gui::IGUIFont *font = 0) override;\r
\r
//! Gets the override font (if any)\r
- virtual gui::IGUIFont* getOverrideFont() const override;\r
+ virtual gui::IGUIFont *getOverrideFont() const override;\r
\r
//! Get the font which is used right now for drawing\r
- virtual gui::IGUIFont* getActiveFont() const override;\r
+ virtual gui::IGUIFont *getActiveFont() const override;\r
\r
//! Sets another color for the button text.\r
virtual void setOverrideColor(video::SColor color);\r
//! Gets the override color\r
virtual video::SColor getOverrideColor(void) const;\r
\r
- //! Sets if the button text should use the override color or the color in the gui skin.\r
+ //! Sets if the button text should use the override color or the color in the gui\r
+ //! skin.\r
virtual void enableOverrideColor(bool enable);\r
\r
//! Checks if an override color is enabled\r
virtual bool isOverrideColorEnabled(void) const;\r
\r
// PATCH\r
- //! Sets an image which should be displayed on the button when it is in the given state.\r
+ //! Sets an image which should be displayed on the button when it is in the given\r
+ //! state.\r
virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state,\r
- video::ITexture* image=nullptr,\r
- const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0));\r
+ video::ITexture *image = nullptr,\r
+ const core::rect<s32> &sourceRect = core::rect<s32>(0, 0, 0, 0));\r
\r
- //! Sets an image which should be displayed on the button when it is in normal state.\r
- virtual void setImage(video::ITexture* image=nullptr) override;\r
+ //! Sets an image which should be displayed on the button when it is in normal\r
+ //! state.\r
+ virtual void setImage(video::ITexture *image = nullptr) override;\r
\r
- //! Sets an image which should be displayed on the button when it is in normal state.\r
- virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) override;\r
+ //! Sets an image which should be displayed on the button when it is in normal\r
+ //! state.\r
+ virtual void setImage(\r
+ video::ITexture *image, const core::rect<s32> &pos) override;\r
\r
- //! Sets an image which should be displayed on the button when it is in pressed state.\r
- virtual void setPressedImage(video::ITexture* image=nullptr) override;\r
+ //! Sets an image which should be displayed on the button when it is in pressed\r
+ //! state.\r
+ virtual void setPressedImage(video::ITexture *image = nullptr) override;\r
\r
- //! Sets an image which should be displayed on the button when it is in pressed state.\r
- virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) override;\r
+ //! Sets an image which should be displayed on the button when it is in pressed\r
+ //! state.\r
+ virtual void setPressedImage(\r
+ video::ITexture *image, const core::rect<s32> &pos) override;\r
\r
- //! Sets an image which should be displayed on the button when it is in hovered state.\r
- virtual void setHoveredImage(video::ITexture* image=nullptr);\r
+ //! Sets the text displayed by the button\r
+ virtual void setText(const wchar_t *text) override;\r
// END PATCH\r
\r
- //! Sets an image which should be displayed on the button when it is in hovered state.\r
- virtual void setHoveredImage(video::ITexture* image, const core::rect<s32>& pos);\r
-\r
//! Sets the sprite bank used by the button\r
- virtual void setSpriteBank(gui::IGUISpriteBank* bank=0) override;\r
+ virtual void setSpriteBank(gui::IGUISpriteBank *bank = 0) override;\r
\r
//! Sets the animated sprite for a specific button state\r
- /** \param index: Number of the sprite within the sprite bank, use -1 for no sprite\r
- \param state: State of the button to set the sprite for\r
- \param index: The sprite number from the current sprite bank\r
- \param color: The color of the sprite\r
+ /** \param index: Number of the sprite within the sprite bank, use -1 for no\r
+ sprite \param state: State of the button to set the sprite for \param index: The\r
+ sprite number from the current sprite bank \param color: The color of the sprite\r
*/\r
virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,\r
- video::SColor color=video::SColor(255,255,255,255),\r
- bool loop=false, bool scale=false);\r
+ video::SColor color = video::SColor(255, 255, 255, 255),\r
+ bool loop = false, bool scale = false);\r
\r
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)\r
- void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop) override {\r
+ void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color,\r
+ bool loop) override\r
+ {\r
setSprite(state, index, color, loop, false);\r
}\r
#endif\r
//! Get the sprite-index for the given state or -1 when no sprite is set\r
virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const;\r
\r
- //! Get the sprite color for the given state. Color is only used when a sprite is set.\r
+ //! Get the sprite color for the given state. Color is only used when a sprite is\r
+ //! set.\r
virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const;\r
\r
//! Returns if the sprite in the given state does loop\r
//! Sets if the button should behave like a push button. Which means it\r
//! can be in two states: Normal or Pressed. With a click on the button,\r
//! the user can change the state of the button.\r
- virtual void setIsPushButton(bool isPushButton=true) override;\r
+ virtual void setIsPushButton(bool isPushButton = true) override;\r
\r
//! Checks whether the button is a push button\r
virtual bool isPushButton() const override;\r
\r
//! Sets the pressed state of the button if this is a pushbutton\r
- virtual void setPressed(bool pressed=true) override;\r
+ virtual void setPressed(bool pressed = true) override;\r
\r
//! Returns if the button is currently pressed\r
virtual bool isPressed() const override;\r
\r
+ // PATCH\r
+ //! Returns if this element (or one of its direct children) is hovered\r
+ bool isHovered() const;\r
+ // END PATCH\r
+\r
//! Sets if the button should use the skin to draw its border\r
- virtual void setDrawBorder(bool border=true) override;\r
+ virtual void setDrawBorder(bool border = true) override;\r
\r
//! Checks if the button face and border are being drawn\r
virtual bool isDrawingBorder() const override;\r
\r
- //! Sets if the alpha channel should be used for drawing images on the button (default is false)\r
- virtual void setUseAlphaChannel(bool useAlphaChannel=true) override;\r
+ //! Sets if the alpha channel should be used for drawing images on the button\r
+ //! (default is false)\r
+ virtual void setUseAlphaChannel(bool useAlphaChannel = true) override;\r
\r
//! Checks if the alpha channel should be used for drawing images on the button\r
virtual bool isAlphaChannelUsed() const override;\r
\r
//! Sets if the button should scale the button images to fit\r
- virtual void setScaleImage(bool scaleImage=true) override;\r
+ virtual void setScaleImage(bool scaleImage = true) override;\r
\r
//! Checks whether the button scales the used images\r
virtual bool isScalingImage() const override;\r
\r
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event\r
- virtual bool getClickShiftState() const\r
- {\r
- return ClickShiftState;\r
- }\r
+ virtual bool getClickShiftState() const { return ClickShiftState; }\r
\r
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event\r
- virtual bool getClickControlState() const\r
- {\r
- return ClickControlState;\r
- }\r
+ virtual bool getClickControlState() const { return ClickControlState; }\r
\r
//! Writes attributes of the element.\r
- virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const override;\r
+ virtual void serializeAttributes(io::IAttributes *out,\r
+ io::SAttributeReadWriteOptions *options) const override;\r
\r
//! Reads attributes of the element\r
- virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) override;\r
-\r
-\r
+ virtual void deserializeAttributes(io::IAttributes *in,\r
+ io::SAttributeReadWriteOptions *options) override;\r
\r
void setColor(video::SColor color);\r
// PATCH\r
- void setHoveredColor(video::SColor color);\r
- void setPressedColor(video::SColor color);\r
- // END PATCH\r
+ //! Set element properties from a StyleSpec corresponding to the button state\r
+ void setFromState();\r
\r
+ //! Set element properties from a StyleSpec\r
+ virtual void setFromStyle(const StyleSpec &style);\r
+\r
+ //! Set the styles used for each state\r
+ void setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES> &styles);\r
+ // END PATCH\r
\r
//! Do not drop returned handle\r
- static GUIButton* addButton(gui::IGUIEnvironment *environment, const core::rect<s32>& rectangle,\r
- IGUIElement* parent, s32 id, const wchar_t* text, const wchar_t *tooltiptext=L"");\r
+ static GUIButton *addButton(gui::IGUIEnvironment *environment,\r
+ const core::rect<s32> &rectangle, ISimpleTextureSource *tsrc,\r
+ IGUIElement *parent, s32 id, const wchar_t *text,\r
+ const wchar_t *tooltiptext = L"");\r
\r
protected:\r
- void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center);\r
+ void drawSprite(gui::EGUI_BUTTON_STATE state, u32 startTime,\r
+ const core::position2di ¢er);\r
gui::EGUI_BUTTON_IMAGE_STATE getImageState(bool pressed) const;\r
\r
-private:\r
-\r
- struct ButtonSprite\r
- {\r
- ButtonSprite() : Index(-1), Loop(false), Scale(false)\r
- {\r
- }\r
-\r
- bool operator==(const ButtonSprite& other) const\r
- {\r
- return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;\r
- }\r
-\r
- s32 Index;\r
- video::SColor Color;\r
- bool Loop;\r
- bool Scale;\r
- };\r
-\r
- ButtonSprite ButtonSprites[gui::EGBS_COUNT];\r
- gui::IGUISpriteBank* SpriteBank;\r
+ ISimpleTextureSource *getTextureSource() { return TSrc; }\r
\r
struct ButtonImage\r
{\r
- ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))\r
- {\r
- }\r
+ ButtonImage() : Texture(0), SourceRect(core::rect<s32>(0, 0, 0, 0)) {}\r
\r
- ButtonImage(const ButtonImage& other) : Texture(0), SourceRect(core::rect<s32>(0,0,0,0))\r
+ ButtonImage(const ButtonImage &other) :\r
+ Texture(0), SourceRect(core::rect<s32>(0, 0, 0, 0))\r
{\r
*this = other;\r
}\r
\r
~ButtonImage()\r
{\r
- if ( Texture )\r
+ if (Texture)\r
Texture->drop();\r
}\r
\r
- ButtonImage& operator=(const ButtonImage& other)\r
+ ButtonImage &operator=(const ButtonImage &other)\r
{\r
- if ( this == &other )\r
+ if (this == &other)\r
return *this;\r
\r
if (other.Texture)\r
other.Texture->grab();\r
- if ( Texture )\r
+ if (Texture)\r
Texture->drop();\r
Texture = other.Texture;\r
SourceRect = other.SourceRect;\r
return *this;\r
}\r
\r
- bool operator==(const ButtonImage& other) const\r
+ bool operator==(const ButtonImage &other) const\r
{\r
return Texture == other.Texture && SourceRect == other.SourceRect;\r
}\r
\r
-\r
- video::ITexture* Texture;\r
+ video::ITexture *Texture;\r
core::rect<s32> SourceRect;\r
};\r
\r
+ gui::EGUI_BUTTON_IMAGE_STATE getImageState(\r
+ bool pressed, const ButtonImage *images) const;\r
+\r
+private:\r
+ struct ButtonSprite\r
+ {\r
+ ButtonSprite() : Index(-1), Loop(false), Scale(false) {}\r
+\r
+ bool operator==(const ButtonSprite &other) const\r
+ {\r
+ return Index == other.Index && Color == other.Color &&\r
+ Loop == other.Loop && Scale == other.Scale;\r
+ }\r
+\r
+ s32 Index;\r
+ video::SColor Color;\r
+ bool Loop;\r
+ bool Scale;\r
+ };\r
+\r
+ ButtonSprite ButtonSprites[gui::EGBS_COUNT];\r
+ gui::IGUISpriteBank *SpriteBank;\r
+\r
ButtonImage ButtonImages[gui::EGBIS_COUNT];\r
\r
- gui::IGUIFont* OverrideFont;\r
+ std::array<StyleSpec, StyleSpec::NUM_STATES> Styles;\r
+\r
+ gui::IGUIFont *OverrideFont;\r
\r
bool OverrideColorEnabled;\r
video::SColor OverrideColor;\r
\r
video::SColor Colors[4];\r
// PATCH\r
- video::SColor HoveredColors[4];\r
- video::SColor PressedColors[4];\r
+ bool WasHovered = false;\r
+ ISimpleTextureSource *TSrc;\r
+\r
+ gui::IGUIStaticText *StaticText;\r
+\r
+ core::rect<s32> BgMiddle;\r
+ core::rect<s32> Padding;\r
+ core::vector2d<s32> ContentOffset;\r
// END PATCH\r
};\r