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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_SHARED_GUI_GUI_BUTTON_H
#define AGS_SHARED_GUI_GUI_BUTTON_H
#include "common/std/vector.h"
#include "ags/engine/ac/button.h"
#include "ags/shared/gui/gui_object.h"
#include "ags/shared/util/string.h"
namespace AGS3 {
#define GUIBUTTON_LEGACY_TEXTLENGTH 50
namespace AGS {
namespace Shared {
enum GUIClickMouseButton {
kGUIClickLeft = 0,
kGUIClickRight = 1,
kNumGUIClicks
};
enum GUIClickAction {
kGUIAction_None = 0,
kGUIAction_SetMode = 1,
kGUIAction_RunScript = 2,
};
enum LegacyButtonAlignment {
kLegacyButtonAlign_TopCenter = 0,
kLegacyButtonAlign_TopLeft = 1,
kLegacyButtonAlign_TopRight = 2,
kLegacyButtonAlign_CenterLeft = 3,
kLegacyButtonAlign_Centered = 4,
kLegacyButtonAlign_CenterRight = 5,
kLegacyButtonAlign_BottomLeft = 6,
kLegacyButtonAlign_BottomCenter = 7,
kLegacyButtonAlign_BottomRight = 8,
};
// Defines button placeholder mode; the mode is set
// depending on special tags found in button text
enum GUIButtonPlaceholder {
kButtonPlace_None,
kButtonPlace_InvItemStretch,
kButtonPlace_InvItemCenter,
kButtonPlace_InvItemAuto
};
class GUIButton : public GUIObject {
public:
GUIButton();
bool HasAlphaChannel() const override;
int32_t GetCurrentImage() const;
int32_t GetNormalImage() const;
int32_t GetMouseOverImage() const;
int32_t GetPushedImage() const;
GUIButtonPlaceholder GetPlaceholder() const;
const String &GetText() const;
bool IsImageButton() const;
bool IsClippingImage() const;
// Operations
Rect CalcGraphicRect(bool clipped) override;
void Draw(Bitmap *ds, int x = 0, int y = 0) override;
void SetClipImage(bool on);
void SetCurrentImage(int32_t image);
void SetMouseOverImage(int32_t image);
void SetNormalImage(int32_t image);
void SetPushedImage(int32_t image);
void SetImages(int32_t normal, int32_t over, int32_t pushed);
void SetText(const String &text);
// Events
bool OnMouseDown() override;
void OnMouseEnter() override;
void OnMouseLeave() override;
void OnMouseUp() override;
// Serialization
void ReadFromFile(Stream *in, GuiVersion gui_version) override;
void WriteToFile(Stream *out) const override;
void ReadFromSavegame(Shared::Stream *in, GuiSvgVersion svg_ver) override;
void WriteToSavegame(Shared::Stream *out) const override;
// TODO: these members are currently public; hide them later
public:
int32_t Font;
color_t TextColor;
FrameAlignment TextAlignment;
// Click actions for left and right mouse buttons
// NOTE: only left click is currently in use
GUIClickAction ClickAction[kNumGUIClicks];
int32_t ClickData[kNumGUIClicks];
bool IsPushed;
bool IsMouseOver;
private:
void DrawImageButton(Bitmap *ds, int x, int y, bool draw_disabled);
void DrawText(Bitmap *ds, int x, int y, bool draw_disabled);
void DrawTextButton(Bitmap *ds, int x, int y, bool draw_disabled);
void PrepareTextToDraw();
// Update current image depending on the button's state
void UpdateCurrentImage();
int32_t _image;
int32_t _mouseOverImage;
int32_t _pushedImage;
// Active displayed image
int32_t _currentImage;
// Text property set by user
String _text;
// type of content placeholder, if any
GUIButtonPlaceholder _placeholder;
// A flag indicating unnamed button; this is a convenience trick:
// buttons are created named "New Button" in the editor, and users
// often do not clear text when they want a graphic button.
bool _unnamed;
// Prepared text buffer/cache
String _textToDraw;
};
} // namespace Shared
} // namespace AGS
} // namespace AGS3
#endif