Files
Coleman-Code/COM380/Project5/GambleKit/Engine/Game/Entities/GkGameButton.cpp
T
Amrit Panesar 39ee821f54 start 380 project5
changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
2015-05-06 10:18:39 -07:00

177 lines
4.3 KiB
C++

//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// 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.
//
// 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.
//
// 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
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameButton.h"
GkGameButton::GkGameButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int height)
: GkGameEntity()
{
this->defaultFace = defaultFace;
this->selectedFace = selectedFace;
this->disabledFace = disabledFace;
this->x = x;
this->y = y;
if ((width == 0) && (height == 0))
{
if (defaultFace != 0)
{
int x1, y1, x2, y2;
if (defaultFace->GetBoundaries(&x1, &y1, &x2, &y2))
{
this->width = x2 - x1;
this->height = y2 - y1;
}
}
}
else
{
this->width = width;
this->height = height;
}
this->visible = true;
this->clicked = false;
this->down = false;
this->enabled = true;
this->autoEnable = autoEnable;
this->pushed = false;
}
GkGameButton::~GkGameButton(void)
{
if (this->defaultFace != 0)
delete this->defaultFace;
if (this->selectedFace != 0)
delete this->selectedFace;
if (this->disabledFace != 0)
delete this->disabledFace;
}
void GkGameButton::Down()
{
if (!this->IsActive())
return;
this->pushed = true;
this->down = true;
}
void GkGameButton::Up(bool click)
{
if (!this->IsActive())
return;
this->pushed = false;
this->clicked = click;
}
void GkGameButton::MouseDown(int x, int y)
{
if (this->IsMouseOver(x, y))
this->Down();
}
void GkGameButton::MouseUp(int x, int y)
{
this->Up(this->pushed && this->IsMouseOver(x, y));
}
bool GkGameButton::WasDown()
{
bool result = this->down;
this->clicked = false;
this->down = false;
this->read = true;
return result;
}
bool GkGameButton::IsClicked()
{
bool result = this->clicked;
this->clicked = false;
this->down = false;
this->read = true;
return result;
}
bool GkGameButton::IsActive()
{
return this->enabled && this->visible;
}
GkGameEntity* GkGameButton::GetCurrentFace()
{
if (this->enabled)
{
if (this->pushed)
return this->selectedFace != 0 ? this->selectedFace : this->defaultFace;
else
return this->defaultFace;
}
else
{
return this->disabledFace != 0 ? this->disabledFace : this->defaultFace;
}
}
bool GkGameButton::IsMouseOver(int x, int y)
{
if (this->defaultFace != 0)
{
// if a defaultFace is given, check a region, relative to it
int x1, y1, x2, y2;
if (defaultFace->GetBoundaries(&x1, &y1, &x2, &y2))
return (x > x1 + this->x) && (x < x1 + this->x + this->width) && (y > y1 + this->y) && (y < y1 + this->y + this->height);
}
else
{
// if defaultFace is not given, i.e. the button has no visible part, check its region without relation
return (x > this->x) && (x < this->x + this->width) && (y > this->y) && (y < this->y + this->height);
}
return false;
}
void GkGameButton::Process(GkGame *game)
{
if (this->autoEnable)
{
this->enabled = this->read;
this->read = false;
}
GkGameEntity *face = this->GetCurrentFace();
if (face != 0)
face->Process(game);
}
void GkGameButton::Draw(GkGame *game)
{
if (!visible)
return;
GkGameEntity *currentFace = this->GetCurrentFace();
if (currentFace != 0)
currentFace->Draw(game);
}