// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "stdpch.h"
//////////////
// Includes //
//////////////
// Misc.
// Net.
// 3D Interface.
#include "nel/3d/u_driver.h"
#include "nel/3d/u_text_context.h"
// Client.
#include "button.h"
#include "interfaces_manager.h"
///////////
// Using //
///////////
using namespace std;
using namespace NL3D;
/////////////
// Externs //
/////////////
extern UDriver *Driver;
extern UTextContext *TextContext;
/////////////
// Globals //
/////////////
///////////////
// Functions //
///////////////
//-----------------------------------------------
// CButton :
// Constructor.
//-----------------------------------------------
CButton::CButton(uint id)
: CControl(id)
{
init(0, 0, 0);
}// CButton //
//-----------------------------------------------
// CButton :
// Constructor.
//-----------------------------------------------
CButton::CButton(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint numFuncOn, uint numFuncR, uint numFuncD, const CButtonBase &buttonBase)
: CControl(id, x, y, x_pixel, y_pixel, w, h, w_pixel, h_pixel), CButtonBase(buttonBase)
{
init(numFuncOn, numFuncR, numFuncD);
}// CButton //
//-----------------------------------------------
// CButton :
// Constructor.
//-----------------------------------------------
CButton::CButton(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint numFuncOn, uint numFuncR, uint numFuncD, CRGBA on, CRGBA off, CRGBA disable)
: CControl(id, x, y, x_pixel, y_pixel, w, h, w_pixel, h_pixel), CButtonBase(on, off, disable)
{
init(numFuncOn, numFuncR, numFuncD);
}// CButton //
//-----------------------------------------------
// init :
// Initialize the button (1 function called for all constructors -> easier).
//-----------------------------------------------
void CButton::init(uint numFuncOn, uint numFuncR, uint numFuncD)
{
_NumFuncOn = numFuncOn;
_NumFuncRightClick = numFuncR;
_NumFuncDbleClick = numFuncD;
_State = released;
_Text.clear();
}// init //
//-----------------------------------------------
// pen :
// Set the Pen to use for the Text of the button.
//-----------------------------------------------
void CButton::pen(const CPen &pen)
{
_Pen = pen;
}// pen //
//-----------------------------------------------
// unSelect :
// unselect the button.
//-----------------------------------------------
void CButton::unSelect()
{
CButtonBase::unSelect();
_State = released;
}// push //
//-----------------------------------------------
// display :
// Display the Button.
//-----------------------------------------------
void CButton::display()
{
// If the control is hide -> return
if(!_Show)
return;
TBG mode;
uint texture;
CRGBA color;
if(_Enable)
{
if(_On)
{
mode = _BGModeOn;
texture = _TextureOn;
color = _ColorOn;
}
else
{
mode = _BGModeOff;
texture = _TextureOff;
color = _ColorOff;
}
}
else
{
mode = _BGModeDisable;
texture = _TextureDisable;
color = _ColorDisable;
}
switch(mode)
{
case BG_plain:
Driver->drawQuad(_X_Display, _Y_Display, _X_Display+_W_Display, _Y_Display+_H_Display, color);
break;
case BG_stretch:
{
UTextureFile *utexture = CInterfMngr::getTexture(texture);
if(utexture)
{
Driver->drawBitmap(_X_Display, _Y_Display, _W_Display, _H_Display, *utexture, true, color);
}
else
{
// Draw a quad
Driver->drawQuad(_X_Display, _Y_Display, _X_Display+_W_Display, _Y_Display+_H_Display, CRGBA(255,0,255));
// Draw the debug msg.
TextContext->setShaded(true);
TextContext->setFontSize(10);
TextContext->setColor(CRGBA(255,255,255));
TextContext->setHotSpot(UTextContext::BottomLeft);
TextContext->printfAt(_X_Display, _Y_Display, "%d Miss", texture);
}
}
break;
}
// Display the Text of the Button.
if(!_Text.empty())
{
TextContext->setShaded(_Pen.shadow());
TextContext->setFontSize(_Pen.fontSize());
TextContext->setColor(_Pen.color());
TextContext->setHotSpot(UTextContext::MiddleMiddle);
TextContext->printAt(_X_Display+_W_Display/2, _Y_Display+_H_Display/2, _Text);
}
}// display //
//-----------------------------------------------
// click :
// Manage the click of the mouse for the Button.
//-----------------------------------------------
void CButton::click(float x, float y, bool &taken)
{
// If the button is enabled and taken is false
if(_Enable && (!taken) )
{
// test click ccordinates
if(x>=_X_Display && x<=(_X_Display+_W_Display) && y>=_Y_Display && y<=(_Y_Display+_H_Display))
{
/// \todo Malkav: TO DO : SIMULATE DOUBLE CLICK !!!!!!! SHOULD MAKE A REAL DOUBLE CLICK EVENT
if ( (_State == left_clicked) && (_NumFuncDbleClick != 0) )
{
CButtonBase::select();
_State = double_clicked;
CInterfMngr::runFuncCtrl(_NumFuncDbleClick, id());
taken = true;
}
else if (_NumFuncOn != 0)
{
CButtonBase::select();
_State = left_clicked;
CInterfMngr::runFuncCtrl(_NumFuncOn, id());
taken = true;
}
}
}
}// click //
//-----------------------------------------------
// click :
// Manage the click of the mouse for the Button.
//-----------------------------------------------
void CButton::clickRight(float x, float y, bool &taken)
{
// If the button is enabled and taken is false
if(_Enable && (!taken) && (_NumFuncRightClick != 0) )
{
// test click ccordinates
if(x>=_X_Display && x<=(_X_Display+_W_Display) && y>=_Y_Display && y<=(_Y_Display+_H_Display))
{
CButtonBase::select();
_State = right_clicked;
CInterfMngr::runFuncCtrl(_NumFuncRightClick, id());
taken = true;
}
}
}// click //