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