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8190293f8b
Remove workaround in 3d07327837 / D2136, the pointer from IGUIObject to
IGUITextOwner that avoided the dynamic_cast.
Have the GUIObject implementing class take responsibility of calling the
virtual methods in the base classes.
Leaves the code in a clean state that can serve as an example for new
GUI object classes, such as D1346, refs #4683.
Differential Revision: https://code.wildfiregames.com/D2325
Comments By: Vladislav on IRC 2019-07-30, 2019-08-22, 2019-09-20-23
Tested on: clang 8.0.1, Jenkins
This was SVN commit r23020.
90 lines
2.0 KiB
C++
90 lines
2.0 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CBUTTON
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#define INCLUDED_CBUTTON
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#include "gui/IGUIButtonBehavior.h"
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#include "gui/IGUIObject.h"
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#include "gui/IGUITextOwner.h"
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#include "gui/CGUISprite.h"
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#include "gui/CGUIString.h"
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class CButton : public IGUIObject, public IGUITextOwner, public IGUIButtonBehavior
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{
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GUI_OBJECT(CButton)
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public:
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CButton(CGUI& pGUI);
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virtual ~CButton();
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/**
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* @see IGUIObject#ResetStates()
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*/
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virtual void ResetStates();
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/**
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* @see IGUIObject#UpdateCachedSize()
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*/
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virtual void UpdateCachedSize();
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/**
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* @see IGUIObject#HandleMessage()
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*/
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virtual void HandleMessage(SGUIMessage& Message);
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/**
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* Draws the Button
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*/
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virtual void Draw();
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protected:
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/**
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* Sets up text, should be called every time changes has been
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* made that can change the visual.
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*/
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void SetupText();
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/**
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* Picks the text color depending on current object settings.
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*/
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const CGUIColor& ChooseColor();
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/**
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* Placement of text.
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*/
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CPos m_TextPos;
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// Settings
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float m_BufferZone;
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i32 m_CellID;
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CGUIString m_Caption;
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CStrW m_Font;
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CGUISpriteInstance m_Sprite;
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CGUISpriteInstance m_SpriteOver;
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CGUISpriteInstance m_SpritePressed;
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CGUISpriteInstance m_SpriteDisabled;
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EAlign m_TextAlign;
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EVAlign m_TextVAlign;
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CGUIColor m_TextColor;
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CGUIColor m_TextColorOver;
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CGUIColor m_TextColorPressed;
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CGUIColor m_TextColorDisabled;
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};
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#endif // INCLUDED_CBUTTON
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