//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GUIBITMAPBUTTON_H_ #define _GUIBITMAPBUTTON_H_ #ifndef _GUIBUTTONCTRL_H_ #include "gui/buttons/guiButtonCtrl.h" #endif #ifndef _GFXTEXTUREMANAGER_H_ #include "gfx/gfxTextureManager.h" #endif /// A button control that uses bitmaps as its different button states. /// /// Set 'bitmap' console field to base name of bitmaps to use. This control will /// /// append '_n' for normal /// append '_h' for highlighted /// append '_d' for depressed /// append '_i' for inactive /// /// If a bitmap cannot be found it will use the default bitmap to render. /// /// Additionally, a bitmap button can be made to react to keyboard modifiers. These can be /// either CTRL/CMD, ALT, or SHIFT (but no combination of them.) To assign a different bitmap /// for a modifier state, prepend "_ctrl", _"alt", or "_shift" to the state postfix. /// /// To implement different handlers for the modifier states, use the "onDefaultClick", /// "onCtrlClick", "onAltClick", and "onShiftClick" methods. /// class GuiBitmapButtonCtrl : public GuiButtonCtrl { public: typedef GuiButtonCtrl Parent; enum BitmapMode { BitmapStretched, BitmapCentered, }; protected: enum Modifier { ModifierNone, ModifierCtrl, ModifierAlt, ModifierShift, NumModifiers }; enum State { NORMAL, HILIGHT, DEPRESSED, INACTIVE }; struct Textures { /// Texture for normal state. StringTableEntry mTextureNormalAssetId; AssetPtr mTextureNormalAsset; GFXTexHandle mTextureNormal; /// Texture for highlight state. StringTableEntry mTextureHilightAssetId; AssetPtr mTextureHilightAsset; GFXTexHandle mTextureHilight; /// Texture for depressed state. StringTableEntry mTextureDepressedAssetId; AssetPtr mTextureDepressedAsset; GFXTexHandle mTextureDepressed; /// Texture for inactive state. StringTableEntry mTextureInactiveAssetId; AssetPtr mTextureInactiveAsset; GFXTexHandle mTextureInactive; }; /// Make control extents equal to bitmap size. bool mAutoFitExtents; /// Allow switching out images according to modifier presses. bool mUseModifiers; /// Allow switching images according to mouse states. On by default. /// Switch off when not needed as it otherwise results in a lot of costly /// texture loads. bool mUseStates; /// BitmapMode mBitmapMode; DECLARE_IMAGEASSET(GuiBitmapButtonCtrl, Bitmap, onBitmapChange, GFXDefaultGUIProfile); DECLARE_ASSET_SETGET(GuiBitmapButtonCtrl, Bitmap); /// alpha masking bool mMasked; /// Textures mTextures[ NumModifiers ]; ColorI mColor; virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect ); static bool _setAutoFitExtents( void *object, const char *index, const char *data ); //static bool _setBitmap( void *object, const char *index, const char *data ); State getState() const { if( mActive ) { if( mDepressed || mStateOn ) return DEPRESSED; if( mHighlighted ) return HILIGHT; return NORMAL; } else return INACTIVE; } Modifier getCurrentModifier(); GFXTexHandle& getTextureForCurrentState(); /// @name Callbacks /// @{ DECLARE_CALLBACK( void, onDefaultClick, () ); DECLARE_CALLBACK( void, onCtrlClick, () ); DECLARE_CALLBACK( void, onAltClick, () ); DECLARE_CALLBACK( void, onShiftClick, () ); /// @} void onBitmapChange() { setBitmap(getBitmap()); } public: GuiBitmapButtonCtrl(); void setAutoFitExtents( bool state ); void setBitmap( StringTableEntry name ); void setBitmapHandles( GFXTexHandle normal, GFXTexHandle highlighted, GFXTexHandle depressed, GFXTexHandle inactive ); //Parent methods virtual bool onWake(); virtual void onSleep(); virtual void onAction(); virtual void inspectPostApply(); virtual void onRender(Point2I offset, const RectI &updateRect); static void initPersistFields(); bool pointInControl(const Point2I& parentCoordPoint); DECLARE_CONOBJECT(GuiBitmapButtonCtrl); DECLARE_DESCRIPTION( "A button control rendered entirely from bitmaps.\n" "The individual button states are represented with separate bitmaps." ); //Basically a wrapper function to do our special state handling setup when the fields change static bool _setBitmapFieldData(void* obj, const char* index, const char* data) { GuiBitmapButtonCtrl* object = static_cast(obj); object->setBitmap(StringTable->insert(data)); return false; } }; typedef GuiBitmapButtonCtrl::BitmapMode GuiBitmapMode; DefineEnumType( GuiBitmapMode ); /// Extension of GuiBitmapButtonCtrl that also display a text label on the button. class GuiBitmapButtonTextCtrl : public GuiBitmapButtonCtrl { public: typedef GuiBitmapButtonCtrl Parent; protected: virtual void renderButton( GFXTexHandle &texture, const Point2I& offset, const RectI& updateRect ); public: DECLARE_CONOBJECT( GuiBitmapButtonTextCtrl ); DECLARE_DESCRIPTION( "An extension of GuiBitmapButtonCtrl that also renders a text\n" "label on the button." ); }; #endif //_GUI_BITMAP_BUTTON_CTRL_H