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Remove dead code behind Irrlicht version checks
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11 changed files with 14 additions and 133 deletions
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@ -17,64 +17,8 @@
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using namespace irr;
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)
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namespace irr { namespace gui {
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//! State of buttons used for drawing texture images.
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//! Note that only a single state is active at a time
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//! Also when no image is defined for a state it will use images from another state
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//! and if that state is not set from the replacement for that,etc.
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//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
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enum EGUI_BUTTON_IMAGE_STATE {
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//! When no other states have images they will all use this one.
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EGBIS_IMAGE_UP,
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//! When not set EGBIS_IMAGE_UP is used.
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EGBIS_IMAGE_UP_MOUSEOVER,
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//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
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EGBIS_IMAGE_UP_FOCUSED,
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//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
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EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
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//! When not set EGBIS_IMAGE_UP is used.
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EGBIS_IMAGE_DOWN,
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//! When not set EGBIS_IMAGE_DOWN is used.
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EGBIS_IMAGE_DOWN_MOUSEOVER,
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//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
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EGBIS_IMAGE_DOWN_FOCUSED,
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//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
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EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
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//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
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EGBIS_IMAGE_DISABLED,
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//! not used, counts the number of enumerated items
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EGBIS_COUNT
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};
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//! Names for gui button image states
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const c8 *const GUIButtonImageStateNames[EGBIS_COUNT + 1] =
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{
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"Image", // not "ImageUp" as it otherwise breaks serialization of old files
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"ImageUpOver",
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"ImageUpFocused",
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"ImageUpFocusedOver",
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"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
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"ImageDownOver",
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"ImageDownFocused",
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"ImageDownFocusedOver",
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"ImageDisabled",
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0 // count
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};
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}}
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#endif
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class ISimpleTextureSource;
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)
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#define OVERRIDE_19
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#else
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#define OVERRIDE_19 override
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#endif
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class GUIButton : public gui::IGUIButton
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{
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public:
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@ -103,27 +47,25 @@ public:
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virtual gui::IGUIFont* getActiveFont() const override;
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//! Sets another color for the button text.
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virtual void setOverrideColor(video::SColor color) OVERRIDE_19;
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virtual void setOverrideColor(video::SColor color) override;
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//! Gets the override color
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virtual video::SColor getOverrideColor(void) const OVERRIDE_19;
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virtual video::SColor getOverrideColor() const override;
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
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//! Gets the currently used text color
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virtual video::SColor getActiveColor() const override;
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#endif
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//! Sets if the button text should use the override color or the color in the gui skin.
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virtual void enableOverrideColor(bool enable) OVERRIDE_19;
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virtual void enableOverrideColor(bool enable) override;
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//! Checks if an override color is enabled
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virtual bool isOverrideColorEnabled(void) const OVERRIDE_19;
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virtual bool isOverrideColorEnabled(void) const override;
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// PATCH
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//! Sets an image which should be displayed on the button when it is in the given state.
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virtual void setImage(gui::EGUI_BUTTON_IMAGE_STATE state,
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video::ITexture* image=nullptr,
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const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) OVERRIDE_19;
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const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) override;
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//! Sets an image which should be displayed on the button when it is in normal state.
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virtual void setImage(video::ITexture* image=nullptr) override;
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@ -152,25 +94,19 @@ public:
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*/
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virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
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video::SColor color=video::SColor(255,255,255,255),
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bool loop=false, bool scale=false) OVERRIDE_19;
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8)
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void setSprite(gui::EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop) override {
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setSprite(state, index, color, loop, false);
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}
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#endif
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bool loop=false, bool scale=false) override;
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//! Get the sprite-index for the given state or -1 when no sprite is set
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virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;
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virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override;
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//! Get the sprite color for the given state. Color is only used when a sprite is set.
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virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;
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virtual video::SColor getSpriteColor(gui::EGUI_BUTTON_STATE state) const override;
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//! Returns if the sprite in the given state does loop
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virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;
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virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override;
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//! Returns if the sprite in the given state is scaled
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virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const OVERRIDE_19;
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virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const override;
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//! Sets if the button should behave like a push button. Which means it
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//! can be in two states: Normal or Pressed. With a click on the button,
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@ -210,13 +146,13 @@ public:
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virtual bool isScalingImage() const override;
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//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickShiftState() const OVERRIDE_19
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virtual bool getClickShiftState() const override
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{
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return ClickShiftState;
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}
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//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
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virtual bool getClickControlState() const OVERRIDE_19
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virtual bool getClickControlState() const override
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{
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return ClickControlState;
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}
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