stk-code_catmod/src/guiengine/my_button.hpp
auria 6b15d31d6b Added much documentation and did some cleanup to GUI engine (hopefully if I'm hit by a meteorite, others will be able to continue working with the code)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3802 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-08-03 01:47:28 +00:00

126 lines
4.0 KiB
C++

#ifndef HEADER_MY_BUTTON_HPP
#define HEADER_MY_BUTTON_HPP
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
namespace GUIEngine
{
/**
* The base irrLicht button, doesn't allow to stretch bitmaps inside it, so we "forked" it
* with a patch of our own.
*/
class MyGUIButton : public IGUIButton
{
public:
//! constructor
MyGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle, bool noclip=false);
//! destructor
virtual ~MyGUIButton();
//! 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;
};
}
#endif