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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include "IGUIElement.h"
- namespace irr
- {
- namespace video
- {
- class ITexture;
- } // end namespace video
- namespace gui
- {
- class IGUIFont;
- class IGUISpriteBank;
- //! Current state of buttons used for drawing sprites.
- //! Note that up to 3 states can be active at the same time:
- //! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
- //! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
- //! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
- enum EGUI_BUTTON_STATE
- {
- //! The button is not pressed.
- EGBS_BUTTON_UP = 0,
- //! The button is currently pressed down.
- EGBS_BUTTON_DOWN,
- //! The mouse cursor is over the button
- EGBS_BUTTON_MOUSE_OVER,
- //! The mouse cursor is not over the button
- EGBS_BUTTON_MOUSE_OFF,
- //! The button has the focus
- EGBS_BUTTON_FOCUSED,
- //! The button doesn't have the focus
- EGBS_BUTTON_NOT_FOCUSED,
- //! The button is disabled All other states are ignored in that case.
- EGBS_BUTTON_DISABLED,
- //! not used, counts the number of enumerated items
- EGBS_COUNT
- };
- //! Names for gui button state icons
- const c8 *const GUIButtonStateNames[EGBS_COUNT + 1] = {
- "buttonUp",
- "buttonDown",
- "buttonMouseOver",
- "buttonMouseOff",
- "buttonFocused",
- "buttonNotFocused",
- "buttonDisabled",
- 0, // count
- };
- //! State of buttons used for drawing texture images.
- //! Note that only a single state is active at a time
- //! Also when no image is defined for a state it will use images from another state
- //! and if that state is not set from the replacement for that,etc.
- //! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
- enum EGUI_BUTTON_IMAGE_STATE
- {
- //! When no other states have images they will all use this one.
- EGBIS_IMAGE_UP,
- //! When not set EGBIS_IMAGE_UP is used.
- EGBIS_IMAGE_UP_MOUSEOVER,
- //! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
- EGBIS_IMAGE_UP_FOCUSED,
- //! When not set EGBIS_IMAGE_UP_FOCUSED is used.
- EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
- //! When not set EGBIS_IMAGE_UP is used.
- EGBIS_IMAGE_DOWN,
- //! When not set EGBIS_IMAGE_DOWN is used.
- EGBIS_IMAGE_DOWN_MOUSEOVER,
- //! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
- EGBIS_IMAGE_DOWN_FOCUSED,
- //! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
- EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
- //! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
- EGBIS_IMAGE_DISABLED,
- //! not used, counts the number of enumerated items
- EGBIS_COUNT
- };
- //! Names for gui button image states
- const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] = {
- "Image", // not "ImageUp" as it otherwise breaks serialization of old files
- "ImageUpOver",
- "ImageUpFocused",
- "ImageUpFocusedOver",
- "PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
- "ImageDownOver",
- "ImageDownFocused",
- "ImageDownFocusedOver",
- "ImageDisabled",
- 0, // count
- };
- //! GUI Button interface.
- /** \par This element can create the following events of type EGUI_EVENT_TYPE:
- \li EGET_BUTTON_CLICKED
- */
- class IGUIButton : public IGUIElement
- {
- public:
- //! constructor
- IGUIButton(IGUIEnvironment *environment, IGUIElement *parent, s32 id, core::rect<s32> rectangle) :
- IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
- //! Sets another skin independent font.
- /** If this is set to zero, the button uses the font of the skin.
- \param font: New font to set. */
- virtual void setOverrideFont(IGUIFont *font = 0) = 0;
- //! Gets the override font (if any)
- /** \return The override font (may be 0) */
- virtual IGUIFont *getOverrideFont(void) const = 0;
- //! Get the font which is used right now for drawing
- /** Currently this is the override font when one is set and the
- font of the active skin otherwise */
- virtual IGUIFont *getActiveFont() const = 0;
- //! Sets another color for the button text.
- /** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
- You don't need to call enableOverrideColor(true), that's done by this function.
- If you want the the color of the skin back, call enableOverrideColor(false);
- \param color: New color of the text. */
- virtual void setOverrideColor(video::SColor color) = 0;
- //! Gets the override color
- /** \return: The override color */
- virtual video::SColor getOverrideColor(void) const = 0;
- //! Gets the currently used text color
- /** Either a skin-color for the current state or the override color */
- virtual video::SColor getActiveColor() const = 0;
- //! Sets if the button text should use the override color or the color in the gui skin.
- /** \param enable: If set to true, the override color, which can be set
- with IGUIStaticText::setOverrideColor is used, otherwise the
- EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
- virtual void enableOverrideColor(bool enable) = 0;
- //! Checks if an override color is enabled
- /** \return true if the override color is enabled, false otherwise */
- virtual bool isOverrideColorEnabled(void) const = 0;
- //! Sets an image which should be displayed on the button when it is in the given state.
- /** Only one image-state can be active at a time. Images are drawn below sprites.
- If a state is without image it will try to use images from other states as described
- in ::EGUI_BUTTON_IMAGE_STATE.
- Images are a little less flexible than sprites, but easier to use.
- \param state: One of ::EGUI_BUTTON_IMAGE_STATE
- \param image: Image to be displayed or NULL to remove the image
- \param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
- virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture *image = 0, const core::rect<s32> &sourceRect = core::rect<s32>(0, 0, 0, 0)) = 0;
- //! Sets an image which should be displayed on the button when it is in normal state.
- /** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
- \param image: Image to be displayed */
- virtual void setImage(video::ITexture *image = 0) = 0;
- //! Sets a background image for the button when it is in normal state.
- /** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
- \param image: Texture containing the image to be displayed
- \param sourceRect: Position in the texture, where the image is located.
- When width or height are 0 then the full texture-size is used */
- virtual void setImage(video::ITexture *image, const core::rect<s32> &sourceRect) = 0;
- //! Sets a background image for the button when it is in pressed state.
- /** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
- If no images is specified for the pressed state via
- setPressedImage(), this image is also drawn in pressed state.
- \param image: Image to be displayed */
- virtual void setPressedImage(video::ITexture *image = 0) = 0;
- //! Sets an image which should be displayed on the button when it is in pressed state.
- /** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
- \param image: Texture containing the image to be displayed
- \param sourceRect: Position in the texture, where the image is located */
- virtual void setPressedImage(video::ITexture *image, const core::rect<s32> &sourceRect) = 0;
- //! Sets the sprite bank used by the button
- /** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
- Which means after loading the gui you still have to set the spritebank manually. */
- virtual void setSpriteBank(IGUISpriteBank *bank = 0) = 0;
- //! Sets the animated sprite for a specific button state
- /** Several sprites can be drawn at the same time.
- Sprites can be animated.
- Sprites are drawn above the images.
- \param index: Number of the sprite within the sprite bank, use -1 for no sprite
- \param state: State of the button to set the sprite for
- \param index: The sprite number from the current sprite bank
- \param color: The color of the sprite
- \param loop: True if the animation should loop, false if not
- \param scale: True if the sprite should scale to button size, false if not */
- virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
- video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 0;
- //! Get the sprite-index for the given state or -1 when no sprite is set
- virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
- //! Get the sprite color for the given state. Color is only used when a sprite is set.
- virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
- //! Returns if the sprite in the given state does loop
- virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
- //! Returns if the sprite in the given state is scaled
- virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
- //! Sets if the button should behave like a push button.
- /** Which means it can be in two states: Normal or Pressed. With a click on the button,
- the user can change the state of the button. */
- virtual void setIsPushButton(bool isPushButton = true) = 0;
- //! Sets the pressed state of the button if this is a pushbutton
- virtual void setPressed(bool pressed = true) = 0;
- //! Returns if the button is currently pressed
- virtual bool isPressed() const = 0;
- //! Sets if the alpha channel should be used for drawing background images on the button (default is false)
- virtual void setUseAlphaChannel(bool useAlphaChannel = true) = 0;
- //! Returns if the alpha channel should be used for drawing background images on the button
- virtual bool isAlphaChannelUsed() const = 0;
- //! Returns whether the button is a push button
- virtual bool isPushButton() const = 0;
- //! Sets if the button should use the skin to draw its border and button face (default is true)
- virtual void setDrawBorder(bool border = true) = 0;
- //! Returns if the border and button face are being drawn using the skin
- virtual bool isDrawingBorder() const = 0;
- //! Sets if the button should scale the button images to fit
- virtual void setScaleImage(bool scaleImage = true) = 0;
- //! Checks whether the button scales the used images
- virtual bool isScalingImage() const = 0;
- //! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
- /** Generated together with event, so info is available in the event-receiver. */
- virtual bool getClickShiftState() const = 0;
- //! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
- /** Generated together with event, so info is available in the event-receiver. */
- virtual bool getClickControlState() const = 0;
- };
- } // end namespace gui
- } // end namespace irr
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