// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_GUI_BUTTON_H_INCLUDED__ #define __C_GUI_BUTTON_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_GUI_ #include "IGUIButton.h" #include "IGUISpriteBank.h" #include "SColor.h" namespace irr { namespace gui { class CGUIButton : public IGUIButton { public: //! constructor CGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle, bool noclip=false); //! destructor virtual ~CGUIButton(); //! called if an event happened. virtual bool OnEvent(const SEvent& event); //! draws the element and its children virtual void draw(); //! sets another skin independent font. if this is set to zero, the button uses the font of the skin. virtual void setOverrideFont(IGUIFont* font=0); //! Sets an image which should be displayed on the button when it is in normal state. virtual void setImage(video::ITexture* image=0); //! Sets an image which should be displayed on the button when it is in normal state. virtual void setImage(video::ITexture* image, const core::rect<s32>& pos); //! Sets an image which should be displayed on the button when it is in pressed state. virtual void setPressedImage(video::ITexture* image=0); //! Sets an image which should be displayed on the button when it is in pressed state. virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos); //! Sets the sprite bank used by the button virtual void setSpriteBank(IGUISpriteBank* bank=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 */ virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color=video::SColor(255,255,255,255), bool loop=false); //! 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); //! Checks whether the button is a push button virtual bool isPushButton() const; //! Sets the pressed state of the button if this is a pushbutton virtual void setPressed(bool pressed=true); //! Returns if the button is currently pressed virtual bool isPressed() const; //! Sets if the button should use the skin to draw its border virtual void setDrawBorder(bool border=true); //! Checks if the button face and border are being drawn virtual bool isDrawingBorder() const; //! Sets if the alpha channel should be used for drawing images on the button (default is false) virtual void setUseAlphaChannel(bool useAlphaChannel=true); //! Checks if the alpha channel should be used for drawing images on the button virtual bool isAlphaChannelUsed() const; //! Sets if the button should scale the button images to fit virtual void setScaleImage(bool scaleImage=true); //! Checks whether the button scales the used images virtual bool isScalingImage() const; //! Writes attributes of the element. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const; //! Reads attributes of the element virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options); private: struct ButtonSprite { s32 Index; video::SColor Color; bool Loop; }; ButtonSprite ButtonSprites[EGBS_COUNT]; IGUISpriteBank* SpriteBank; IGUIFont* OverrideFont; video::ITexture* Image; video::ITexture* PressedImage; core::rect<s32> ImageRect; core::rect<s32> PressedImageRect; u32 ClickTime; bool IsPushButton; bool Pressed; bool UseAlphaChannel; bool DrawBorder; bool ScaleImage; }; } // end namespace gui } // end namespace irr #endif // _IRR_COMPILE_WITH_GUI_ #endif // __C_GUI_BUTTON_H_INCLUDED__
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