#include "Base.h" #include "CheckBox.h" namespace gameplay { static std::vector __checkBoxes; CheckBox::CheckBox() : _checked(false) { } CheckBox::CheckBox(const CheckBox& copy) { // Hidden. } CheckBox::~CheckBox() { } CheckBox* CheckBox::create(Theme::Style* style, Properties* properties) { CheckBox* checkbox = new CheckBox(); checkbox->_style = style; checkbox->_id = properties->getId(); properties->getVector2("position", &checkbox->_position); properties->getVector2("size", &checkbox->_size); checkbox->_checked = properties->getBool("checked"); checkbox->_text = properties->getString("text"); __checkBoxes.push_back(checkbox); return checkbox; } CheckBox* CheckBox::getCheckBox(const char* id) { std::vector::const_iterator it; for (it = __checkBoxes.begin(); it < __checkBoxes.end(); it++) { CheckBox* checkbox = *it; if (strcmp(id, checkbox->getID()) == 0) { return checkbox; } } return NULL; } void CheckBox::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex) { switch (evt) { case Touch::TOUCH_RELEASE: { if (_state == Control::STATE_ACTIVE) { if (x > 0 && x <= _size.x && y > 0 && y <= _size.y) { _checked = !_checked; } } } break; } Button::touchEvent(evt, x, y, contactIndex); } void CheckBox::drawSprites(SpriteBatch* spriteBatch, const Vector2& position) { // Left, v-center. // TODO: Set an alignment for icons. Theme::Style::Overlay* overlay = _style->getOverlay(getOverlayType()); Theme::Icon* icon = overlay->getCheckBoxIcon(); if (icon) { const Theme::ContainerRegion* containerRegion = overlay->getContainerRegion(); Theme::Border border; if (containerRegion) { border = containerRegion->getBorder(); } const Theme::Padding padding = _style->getPadding(); const Vector2 size = icon->getSize(); const Vector4 color = icon->getColor(); Vector2 pos(position.x + _position.x + border.left + padding.left, position.y + _position.y + (_size.y - border.bottom - padding.bottom) / 2.0f - size.y / 2.0f); if (_checked) { const Theme::UVs on = icon->getOnUVs(); spriteBatch->draw(pos.x, pos.y, size.x, size.y, on.u1, on.v1, on.u2, on.v2, color); } else { const Theme::UVs off = icon->getOffUVs(); spriteBatch->draw(pos.x, pos.y, size.x, size.y, off.u1, off.v1, off.u2, off.v2, color); } } } void CheckBox::drawText(const Vector2& position) { // TODO: Batch all labels that use the same font. Theme::Style::Overlay* overlay = _style->getOverlay(getOverlayType()); Theme::Icon* icon = overlay->getCheckBoxIcon(); Theme::Border border; Theme::ContainerRegion* containerRegion = overlay->getContainerRegion(); if (containerRegion) { border = overlay->getContainerRegion()->getBorder(); } Theme::Padding padding = _style->getPadding(); // Set up the text viewport. float iconWidth = 0.0f; if (icon) { iconWidth = icon->getSize().x; } Font* font = overlay->getFont(); Vector2 pos(position.x + _position.x + border.left + padding.left + iconWidth, position.y + _position.y + border.top + padding.top); Rectangle viewport(pos.x, pos.y, _size.x - border.left - padding.left - border.right - padding.right - iconWidth, _size.y - border.top - padding.top - border.bottom - padding.bottom - font->getSize()); // Draw the text. font->begin(); font->drawText(_text.c_str(), viewport, overlay->getTextColor(), overlay->getFontSize(), overlay->getTextAlignment(), true, overlay->getTextRightToLeft()); font->end(); _dirty = false; } }