\r
class ISimpleTextureSource;\r
\r
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)\r
+#define OVERRIDE_19\r
+#else\r
+#define OVERRIDE_19 override\r
+#endif\r
+\r
class GUIButton : public gui::IGUIButton\r
{\r
public:\r
virtual gui::IGUIFont* getActiveFont() const override;\r
\r
//! Sets another color for the button text.\r
- virtual void setOverrideColor(video::SColor color);\r
+ virtual void setOverrideColor(video::SColor color) OVERRIDE_19;\r
\r
//! Gets the override color\r
- virtual video::SColor getOverrideColor(void) const;\r
+ virtual video::SColor getOverrideColor(void) const OVERRIDE_19;\r
+\r
+ #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8\r
+ //! Gets the currently used text color\r
+ virtual video::SColor getActiveColor() const override;\r
+ #endif\r
\r
//! Sets if the button text should use the override color or the color in the gui skin.\r
- virtual void enableOverrideColor(bool enable);\r
+ virtual void enableOverrideColor(bool enable) OVERRIDE_19;\r
\r
//! Checks if an override color is enabled\r
- virtual bool isOverrideColorEnabled(void) const;\r
+ virtual bool isOverrideColorEnabled(void) const OVERRIDE_19;\r
\r
// PATCH\r
//! Sets an image which should be displayed on the button when it is in the given 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
+ const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) OVERRIDE_19;\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
*/\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
+ bool loop=false, bool scale=false) OVERRIDE_19;\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
#endif\r
\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
+ virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;\r
\r
//! Get the sprite color for the given state. Color is only used when a sprite is set.\r
- virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const;\r
+ virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;\r
\r
//! Returns if the sprite in the given state does loop\r
- virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const;\r
+ virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;\r
\r
//! Returns if the sprite in the given state is scaled\r
- virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const;\r
+ virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;\r
\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
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
+ virtual bool getClickShiftState() const OVERRIDE_19\r
{\r
return ClickShiftState;\r
}\r
\r
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event\r
- virtual bool getClickControlState() const\r
+ virtual bool getClickControlState() const OVERRIDE_19\r
{\r
return ClickControlState;\r
}\r