The-Powder-Toy/src/interface/Button.cpp

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/*
* Button.cpp
*
* Created on: Jan 8, 2012
* Author: Simon
*/
#include <iostream>
#include "interface/Button.h"
#include "Graphics.h"
namespace ui {
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Button::Button(State* parent_state, std::string buttonText):
Component(parent_state),
ButtonText(buttonText),
isMouseInside(false),
isButtonDown(false)
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{
}
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Button::Button(Point position, Point size, std::string buttonText):
Component(position, size),
ButtonText(buttonText),
isMouseInside(false),
isButtonDown(false)
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{
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}
Button::Button(std::string buttonText):
Component(),
ButtonText(buttonText),
isMouseInside(false),
isButtonDown(false)
{
}
void Button::Draw(const Point& screenPos)
{
Graphics * g = ui::Engine::Ref().g;
// = reinterpret_cast<Graphics*>(userdata);
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//TODO: Cache text location, that way we don't have the text alignment code here
if(isButtonDown)
{
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g->fillrect(Position.X, Position.Y, Size.X, Size.Y, 255, 255, 255, 255);
g->drawtext(Position.X+(Size.X-Graphics::textwidth((char *)ButtonText.c_str()))/2, Position.Y+(Size.Y-10)/2, ButtonText, 0, 0, 0, 255);
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}
else
{
if(isMouseInside)
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g->fillrect(Position.X, Position.Y, Size.X, Size.Y, 20, 20, 20, 255);
g->drawrect(Position.X, Position.Y, Size.X, Size.Y, 255, 255, 255, 255);
g->drawtext(Position.X+(Size.X-Graphics::textwidth((char *)ButtonText.c_str()))/2, Position.Y+(Size.Y-10)/2, ButtonText, 255, 255, 255, 255);
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}
/*sf::RenderWindow* rw = reinterpret_cast<sf::RenderWindow*>(userdata); //it better be a RenderWindow or so help your god
//Draw component here
sf::Text textGraphic(ButtonText);
textGraphic.SetCharacterSize(11);
if(isButtonDown)
textGraphic.SetColor(sf::Color::Black);
else
textGraphic.SetColor(sf::Color::White);
sf::FloatRect tempRect = textGraphic.GetRect();
textGraphic.SetPosition(ceil(X + Width/2 - tempRect.Width/2), ceil(Y + Height/2 - tempRect.Height/2));
if(isMouseInside)
{
if(isButtonDown)
rw->Draw(sf::Shape::Rectangle(X+2, Y+2, Width-4, Width-4, sf::Color::White, 2.f, sf::Color::Black));
else
rw->Draw(sf::Shape::Rectangle(X+2, Y+2, Width-4, Width-4, sf::Color::Black, 2.f, sf::Color::White));
}
else
{
if(isButtonDown)
rw->Draw(sf::Shape::Rectangle(X+2, Y+2, Width-4, Width-4, sf::Color::White, 2.f, sf::Color::Black));
else
rw->Draw(sf::Shape::Rectangle(X+1, Y+1, Width-2, Width-2, sf::Color::Black, 1.f, sf::Color::White));
}
rw->Draw(textGraphic);*/
}
void Button::OnMouseUnclick(int x, int y, unsigned int button)
{
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std::cout << "Unclick!" << std::endl;
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if(button != 1)
{
return; //left click only!
}
if(isButtonDown)
{
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DoAction();
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}
isButtonDown = false;
}
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//void Button::OnMouseUp(int x, int y, unsigned int button) //mouse unclick is called before this
//{
// if(button != 1) return; //left click only!
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// isButtonDown = false;
//}
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void Button::OnMouseClick(int x, int y, unsigned int button)
{
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std::cout << "Click!" << std::endl;
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if(button != 1) return; //left click only!
isButtonDown = true;
}
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void Button::OnMouseEnter(int x, int y)
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{
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std::cout << "Enter!"<<std::endl;
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isMouseInside = true;
}
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void Button::OnMouseLeave(int x, int y)
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{
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std::cout << "Leave!"<<std::endl;
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isMouseInside = false;
}
void Button::DoAction()
{
std::cout << "Do action!"<<std::endl;
}
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Button::~Button()
{
}
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} /* namespace ui */