152 lines
5.2 KiB
C++
152 lines
5.2 KiB
C++
// 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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#ifndef __I_GUI_BUTTON_H_INCLUDED__
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#define __I_GUI_BUTTON_H_INCLUDED__
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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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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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//! 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[] =
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{
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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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0,
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0,
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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 an image which should be displayed on the button when it is in normal state.
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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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/** \param image: Texture containing the image to be displayed
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\param pos: Position in the texture, where the image is located */
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virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) = 0;
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//! Sets a background image for the button when it is in pressed state.
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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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/** \param image: Texture containing the image to be displayed
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\param pos: Position in the texture, where the image is located */
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virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) = 0;
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//! Sets the sprite bank used by the button
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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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/** \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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*/
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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) = 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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};
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} // end namespace gui
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} // end namespace irr
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#endif
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