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| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /include/IGUIButton.h | |
| download | irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.gz irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.bz2 irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.zip | |
Diffstat (limited to 'include/IGUIButton.h')
| -rw-r--r-- | include/IGUIButton.h | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/include/IGUIButton.h b/include/IGUIButton.h new file mode 100644 index 0000000..1da880e --- /dev/null +++ b/include/IGUIButton.h @@ -0,0 +1,151 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#ifndef __I_GUI_BUTTON_H_INCLUDED__
+#define __I_GUI_BUTTON_H_INCLUDED__
+
+#include "IGUIElement.h"
+
+namespace irr
+{
+
+namespace video
+{
+ class ITexture;
+} // end namespace video
+
+namespace gui
+{
+ class IGUIFont;
+ class IGUISpriteBank;
+
+ enum EGUI_BUTTON_STATE
+ {
+ //! The button is not pressed
+ EGBS_BUTTON_UP=0,
+ //! The button is currently pressed down
+ EGBS_BUTTON_DOWN,
+ //! The mouse cursor is over the button
+ EGBS_BUTTON_MOUSE_OVER,
+ //! The mouse cursor is not over the button
+ EGBS_BUTTON_MOUSE_OFF,
+ //! The button has the focus
+ EGBS_BUTTON_FOCUSED,
+ //! The button doesn't have the focus
+ EGBS_BUTTON_NOT_FOCUSED,
+ //! not used, counts the number of enumerated items
+ EGBS_COUNT
+ };
+
+ //! Names for gui button state icons
+ const c8* const GUIButtonStateNames[] =
+ {
+ "buttonUp",
+ "buttonDown",
+ "buttonMouseOver",
+ "buttonMouseOff",
+ "buttonFocused",
+ "buttonNotFocused",
+ 0,
+ 0,
+ };
+
+ //! GUI Button interface.
+ /** \par This element can create the following events of type EGUI_EVENT_TYPE:
+ \li EGET_BUTTON_CLICKED
+ */
+ class IGUIButton : public IGUIElement
+ {
+ public:
+
+ //! constructor
+ IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
+ : IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
+
+ //! Sets another skin independent font.
+ /** If this is set to zero, the button uses the font of the skin.
+ \param font: New font to set. */
+ virtual void setOverrideFont(IGUIFont* font=0) = 0;
+
+ //! Gets the override font (if any)
+ /** \return The override font (may be 0) */
+ virtual IGUIFont* getOverrideFont(void) const = 0;
+
+ //! Get the font which is used right now for drawing
+ /** Currently this is the override font when one is set and the
+ font of the active skin otherwise */
+ virtual IGUIFont* getActiveFont() const = 0;
+
+ //! Sets an image which should be displayed on the button when it is in normal state.
+ /** \param image: Image to be displayed */
+ virtual void setImage(video::ITexture* image=0) = 0;
+
+ //! Sets a background image for the button when it is in normal state.
+ /** \param image: Texture containing the image to be displayed
+ \param pos: Position in the texture, where the image is located */
+ virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) = 0;
+
+ //! Sets a background image for the button when it is in pressed state.
+ /** If no images is specified for the pressed state via
+ setPressedImage(), this image is also drawn in pressed state.
+ \param image: Image to be displayed */
+ virtual void setPressedImage(video::ITexture* image=0) = 0;
+
+ //! Sets an image which should be displayed on the button when it is in pressed state.
+ /** \param image: Texture containing the image to be displayed
+ \param pos: Position in the texture, where the image is located */
+ virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) = 0;
+
+ //! Sets the sprite bank used by the button
+ virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
+
+ //! Sets the animated sprite for a specific button state
+ /** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
+ \param state: State of the button to set the sprite for
+ \param index: The sprite number from the current sprite bank
+ \param color: The color of the sprite
+ \param loop: True if the animation should loop, false if not
+ */
+ virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
+ video::SColor color=video::SColor(255,255,255,255), bool loop=false) = 0;
+
+ //! Sets if the button should behave like a push button.
+ /** Which means it can be in two states: Normal or Pressed. With a click on the button,
+ the user can change the state of the button. */
+ virtual void setIsPushButton(bool isPushButton=true) = 0;
+
+ //! Sets the pressed state of the button if this is a pushbutton
+ virtual void setPressed(bool pressed=true) = 0;
+
+ //! Returns if the button is currently pressed
+ virtual bool isPressed() const = 0;
+
+ //! Sets if the alpha channel should be used for drawing background images on the button (default is false)
+ virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
+
+ //! Returns if the alpha channel should be used for drawing background images on the button
+ virtual bool isAlphaChannelUsed() const = 0;
+
+ //! Returns whether the button is a push button
+ virtual bool isPushButton() const = 0;
+
+ //! Sets if the button should use the skin to draw its border and button face (default is true)
+ virtual void setDrawBorder(bool border=true) = 0;
+
+ //! Returns if the border and button face are being drawn using the skin
+ virtual bool isDrawingBorder() const = 0;
+
+ //! Sets if the button should scale the button images to fit
+ virtual void setScaleImage(bool scaleImage=true) = 0;
+
+ //! Checks whether the button scales the used images
+ virtual bool isScalingImage() const = 0;
+ };
+
+
+} // end namespace gui
+} // end namespace irr
+
+#endif
+
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