irrlicht/source/Irrlicht/CGUIButton.h

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// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_GUI_BUTTON_H_INCLUDED__
#define __C_GUI_BUTTON_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_
#include "IGUIButton.h"
#include "IGUISpriteBank.h"
#include "SColor.h"
namespace irr
{
namespace gui
{
class CGUIButton : public IGUIButton
{
public:
//! constructor
CGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle, bool noclip=false);
//! destructor
virtual ~CGUIButton();
//! called if an event happened.
virtual bool OnEvent(const SEvent& event);
//! draws the element and its children
virtual void draw();
//! sets another skin independent font. if this is set to zero, the button uses the font of the skin.
virtual void setOverrideFont(IGUIFont* font=0);
//! Sets an image which should be displayed on the button when it is in normal state.
virtual void setImage(video::ITexture* image);
//! Sets an image which should be displayed on the button when it is in normal state.
virtual void setImage(video::ITexture* image, const core::rect<s32>& pos);
//! Sets an image which should be displayed on the button when it is in pressed state.
virtual void setPressedImage(video::ITexture* image);
//! Sets an image which should be displayed on the button when it is in pressed state.
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos);
//! Sets the sprite bank used by the button
virtual void setSpriteBank(IGUISpriteBank* bank);
//! Sets the animated sprite for a specific button state
/** \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
*/
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
video::SColor color=video::SColor(255,255,255,255), bool loop=false);
//! 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);
//! Returns if the button is currently pressed
virtual bool isPressed() const;
//! Sets the pressed state of the button if this is a pushbutton
virtual void setPressed(bool pressed);
//! Sets if the button should use the skin to draw its border
virtual void setDrawBorder(bool border);
//! Sets if the alpha channel should be used for drawing images on the button (default is false)
virtual void setUseAlphaChannel(bool useAlphaChannel);
//! Returns if the alpha channel should be used for drawing images on the button
virtual bool isAlphaChannelUsed() const;
//! Returns if the button face and border are being drawn
virtual bool isDrawingBorder() const;
//! Returns whether the button is a push button
virtual bool isPushButton() const;
//! Writes attributes of the element.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
//! Reads attributes of the element
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options);
private:
struct ButtonSprite
{
s32 Index;
video::SColor Color;
bool Loop;
};
bool Pressed;
bool IsPushButton;
bool UseAlphaChannel;
bool Border;
u32 ClickTime;
IGUISpriteBank* SpriteBank;
IGUIFont* OverrideFont;
ButtonSprite ButtonSprites[EGBS_COUNT];
video::ITexture* Image;
video::ITexture* PressedImage;
core::rect<s32> ImageRect;
core::rect<s32> PressedImageRect;
};
} // end namespace gui
} // end namespace irr
#endif // _IRR_COMPILE_WITH_GUI_
#endif // __C_GUI_BUTTON_H_INCLUDED__