changes to 380 project 4 changes to 350 project 2 Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
177 lines
4.3 KiB
C++
177 lines
4.3 KiB
C++
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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// GambleKit Copyright (C) 2014 Ivan Donev
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//
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// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// contact: gamblekit@gmail.com
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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#include "GkGameButton.h"
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GkGameButton::GkGameButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int height)
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: GkGameEntity()
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{
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this->defaultFace = defaultFace;
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this->selectedFace = selectedFace;
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this->disabledFace = disabledFace;
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this->x = x;
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this->y = y;
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if ((width == 0) && (height == 0))
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{
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if (defaultFace != 0)
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{
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int x1, y1, x2, y2;
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if (defaultFace->GetBoundaries(&x1, &y1, &x2, &y2))
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{
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this->width = x2 - x1;
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this->height = y2 - y1;
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}
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}
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}
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else
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{
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this->width = width;
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this->height = height;
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}
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this->visible = true;
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this->clicked = false;
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this->down = false;
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this->enabled = true;
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this->autoEnable = autoEnable;
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this->pushed = false;
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}
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GkGameButton::~GkGameButton(void)
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{
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if (this->defaultFace != 0)
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delete this->defaultFace;
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if (this->selectedFace != 0)
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delete this->selectedFace;
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if (this->disabledFace != 0)
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delete this->disabledFace;
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}
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void GkGameButton::Down()
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{
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if (!this->IsActive())
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return;
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this->pushed = true;
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this->down = true;
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}
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void GkGameButton::Up(bool click)
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{
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if (!this->IsActive())
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return;
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this->pushed = false;
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this->clicked = click;
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}
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void GkGameButton::MouseDown(int x, int y)
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{
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if (this->IsMouseOver(x, y))
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this->Down();
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}
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void GkGameButton::MouseUp(int x, int y)
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{
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this->Up(this->pushed && this->IsMouseOver(x, y));
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}
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bool GkGameButton::WasDown()
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{
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bool result = this->down;
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this->clicked = false;
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this->down = false;
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this->read = true;
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return result;
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}
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bool GkGameButton::IsClicked()
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{
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bool result = this->clicked;
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this->clicked = false;
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this->down = false;
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this->read = true;
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return result;
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}
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bool GkGameButton::IsActive()
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{
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return this->enabled && this->visible;
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}
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GkGameEntity* GkGameButton::GetCurrentFace()
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{
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if (this->enabled)
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{
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if (this->pushed)
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return this->selectedFace != 0 ? this->selectedFace : this->defaultFace;
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else
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return this->defaultFace;
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}
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else
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{
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return this->disabledFace != 0 ? this->disabledFace : this->defaultFace;
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}
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}
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bool GkGameButton::IsMouseOver(int x, int y)
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{
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if (this->defaultFace != 0)
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{
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// if a defaultFace is given, check a region, relative to it
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int x1, y1, x2, y2;
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if (defaultFace->GetBoundaries(&x1, &y1, &x2, &y2))
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return (x > x1 + this->x) && (x < x1 + this->x + this->width) && (y > y1 + this->y) && (y < y1 + this->y + this->height);
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}
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else
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{
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// if defaultFace is not given, i.e. the button has no visible part, check its region without relation
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return (x > this->x) && (x < this->x + this->width) && (y > this->y) && (y < this->y + this->height);
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}
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return false;
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}
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void GkGameButton::Process(GkGame *game)
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{
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if (this->autoEnable)
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{
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this->enabled = this->read;
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this->read = false;
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}
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GkGameEntity *face = this->GetCurrentFace();
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if (face != 0)
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face->Process(game);
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}
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void GkGameButton::Draw(GkGame *game)
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{
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if (!visible)
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return;
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GkGameEntity *currentFace = this->GetCurrentFace();
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if (currentFace != 0)
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currentFace->Draw(game);
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}
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