LCOV - code coverage report
Current view: top level - source/gui/ObjectBases - IGUIButtonBehavior.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 8 79 10.1 %
Date: 2023-01-19 00:18:29 Functions: 2 8 25.0 %

          Line data    Source code
       1             : /* Copyright (C) 2021 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "IGUIButtonBehavior.h"
      21             : 
      22             : #include "gui/CGUISprite.h"
      23             : #include "gui/ObjectBases/IGUIObject.h"
      24             : 
      25             : 
      26           1 : const CStr IGUIButtonBehavior::EventNamePress = "Press";
      27           1 : const CStr IGUIButtonBehavior::EventNamePressRight = "PressRight";
      28           1 : const CStr IGUIButtonBehavior::EventNamePressRightDisabled = "PressRightDisabled";
      29           1 : const CStr IGUIButtonBehavior::EventNameDoublePress = "DoublePress";
      30           1 : const CStr IGUIButtonBehavior::EventNameDoublePressRight = "DoublePressRight";
      31           1 : const CStr IGUIButtonBehavior::EventNameRelease = "Release";
      32           1 : const CStr IGUIButtonBehavior::EventNameReleaseRight = "ReleaseRight";
      33             : 
      34           0 : IGUIButtonBehavior::IGUIButtonBehavior(IGUIObject& pObject)
      35             :     : m_pObject(pObject),
      36             :       m_Pressed(),
      37             :       m_PressedRight(),
      38             :       m_SoundDisabled(&pObject, "sound_disabled"),
      39             :       m_SoundEnter(&pObject, "sound_enter"),
      40             :       m_SoundLeave(&pObject, "sound_leave"),
      41             :       m_SoundPressed(&pObject, "sound_pressed"),
      42           0 :       m_SoundReleased(&pObject, "sound_released")
      43             : {
      44           0 : }
      45             : 
      46           0 : IGUIButtonBehavior::~IGUIButtonBehavior()
      47             : {
      48           0 : }
      49             : 
      50           0 : void IGUIButtonBehavior::ResetStates()
      51             : {
      52           0 :     if (m_Pressed)
      53             :     {
      54           0 :         m_Pressed = false;
      55           0 :         m_pObject.PlaySound(m_SoundReleased);
      56           0 :         m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE, EventNameRelease);
      57             :     }
      58             : 
      59           0 :     if (m_PressedRight)
      60             :     {
      61           0 :         m_PressedRight = false;
      62           0 :         m_pObject.PlaySound(m_SoundReleased);
      63           0 :         m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RELEASE_RIGHT, EventNameReleaseRight);
      64             :     }
      65           0 : }
      66             : 
      67           0 : void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
      68             : {
      69             :     // TODO Gee: easier access functions
      70           0 :     switch (Message.type)
      71             :     {
      72           0 :     case GUIM_MOUSE_ENTER:
      73           0 :         if (m_pObject.IsEnabled())
      74           0 :             m_pObject.PlaySound(m_SoundEnter);
      75           0 :         break;
      76             : 
      77           0 :     case GUIM_MOUSE_LEAVE:
      78           0 :         if (m_pObject.IsEnabled())
      79           0 :             m_pObject.PlaySound(m_SoundLeave);
      80           0 :         break;
      81             : 
      82           0 :     case GUIM_MOUSE_DBLCLICK_LEFT:
      83           0 :         if (!m_pObject.IsEnabled())
      84           0 :             break;
      85             : 
      86             :         // Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a
      87             :         // doubleclick event, we let it handle playing sounds.
      88           0 :         m_pObject.SendEvent(GUIM_DOUBLE_PRESSED, EventNameDoublePress);
      89           0 :         break;
      90             : 
      91           0 :     case GUIM_MOUSE_PRESS_LEFT:
      92           0 :         if (!m_pObject.IsEnabled())
      93             :         {
      94           0 :             m_pObject.PlaySound(m_SoundDisabled);
      95           0 :             break;
      96             :         }
      97             : 
      98           0 :         m_pObject.PlaySound(m_SoundPressed);
      99           0 :         m_pObject.SendEvent(GUIM_PRESSED, EventNamePress);
     100           0 :         m_Pressed = true;
     101           0 :         break;
     102             : 
     103           0 :     case GUIM_MOUSE_DBLCLICK_RIGHT:
     104           0 :         if (!m_pObject.IsEnabled())
     105           0 :             break;
     106             : 
     107             :         // Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a
     108             :         // doubleclick event, we let it handle playing sounds.
     109           0 :         m_pObject.SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, EventNameDoublePressRight);
     110           0 :         break;
     111             : 
     112           0 :     case GUIM_MOUSE_PRESS_RIGHT:
     113           0 :         if (!m_pObject.IsEnabled())
     114             :         {
     115           0 :             m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT_DISABLED, EventNamePressRightDisabled);
     116           0 :             m_pObject.PlaySound(m_SoundDisabled);
     117           0 :             break;
     118             :         }
     119             : 
     120             :         // Button was right-clicked
     121           0 :         m_pObject.PlaySound(m_SoundPressed);
     122           0 :         m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT, EventNamePressRight);
     123           0 :         m_PressedRight = true;
     124           0 :         break;
     125             : 
     126           0 :     case GUIM_MOUSE_RELEASE_RIGHT:
     127           0 :         if (m_pObject.IsEnabled())
     128           0 :             ResetStates();
     129           0 :         break;
     130             : 
     131           0 :     case GUIM_MOUSE_RELEASE_LEFT:
     132           0 :         if (m_pObject.IsEnabled())
     133           0 :             ResetStates();
     134           0 :         break;
     135             : 
     136           0 :     default:
     137           0 :         break;
     138             :     }
     139           0 : }
     140             : 
     141           0 : const CGUISpriteInstance& IGUIButtonBehavior::GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const
     142             : {
     143           0 :     if (!m_pObject.IsEnabled())
     144           0 :         return sprite_disabled ? sprite_disabled : sprite;
     145             : 
     146           0 :     if (!m_pObject.IsMouseHovering())
     147           0 :         return sprite;
     148             : 
     149           0 :     if (m_Pressed)
     150           0 :         return sprite_pressed ? sprite_pressed : sprite;
     151             : 
     152           0 :     return sprite_over ? sprite_over : sprite;
     153           3 : }

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