Magic_Game/core/Node/Button.cpp

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#include "..\e2dnode.h"
#include "..\e2dmanager.h"
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#define SAFE_SET(pointer, func, ...) if (pointer) { pointer->##func(__VA_ARGS__); }
#define SET_BUTTON_NODE(Old, New) \
if (New != Old) \
{ \
if (Old) this->removeChild(Old); \
if (New) \
{ \
New->setPivot(_pivotX, _pivotY); \
this->addChild(New); \
} \
Old = New; \
_updateVisible(); \
} \
e2d::Button::Button()
: _func(nullptr)
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, _status(Status::Normal)
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, _enabled(true)
, _isSelected(false)
, _normal(nullptr)
, _mouseover(nullptr)
, _selected(nullptr)
, _disabled(nullptr)
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{
}
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e2d::Button::Button(Node * normal, const Function& func)
: _func(nullptr)
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, _status(Status::Normal)
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, _enabled(true)
, _isSelected(false)
, _normal(nullptr)
, _mouseover(nullptr)
, _selected(nullptr)
, _disabled(nullptr)
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{
this->setNormal(normal);
this->setClickFunc(func);
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}
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e2d::Button::Button(Node * normal, Node * selected, const Function& func)
: _func(nullptr)
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, _status(Status::Normal)
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, _enabled(true)
, _isSelected(false)
, _normal(nullptr)
, _mouseover(nullptr)
, _selected(nullptr)
, _disabled(nullptr)
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{
this->setNormal(normal);
this->setSelected(selected);
this->setClickFunc(func);
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}
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Function& func)
: _func(nullptr)
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, _status(Status::Normal)
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, _enabled(true)
, _isSelected(false)
, _normal(nullptr)
, _mouseover(nullptr)
, _selected(nullptr)
, _disabled(nullptr)
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{
this->setNormal(normal);
this->setMouseOver(mouseover);
this->setSelected(selected);
this->setClickFunc(func);
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}
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Node * disabled, const Function& func)
: _func(nullptr)
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, _status(Status::Normal)
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, _enabled(true)
, _isSelected(false)
, _normal(nullptr)
, _mouseover(nullptr)
, _selected(nullptr)
, _disabled(nullptr)
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{
this->setNormal(normal);
this->setMouseOver(mouseover);
this->setSelected(selected);
this->setDisabled(disabled);
this->setClickFunc(func);
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}
bool e2d::Button::isEnable() const
{
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return _enabled;
}
void e2d::Button::setNormal(Node * normal)
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{
SET_BUTTON_NODE(_normal, normal);
if (normal)
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{
this->setSize(normal->getWidth(), normal->getHeight());
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}
}
void e2d::Button::setMouseOver(Node * mouseover)
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{
SET_BUTTON_NODE(_mouseover, mouseover);
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}
void e2d::Button::setSelected(Node * selected)
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{
SET_BUTTON_NODE(_selected, selected);
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}
void e2d::Button::setDisabled(Node * disabled)
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{
SET_BUTTON_NODE(_disabled, disabled);
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}
void e2d::Button::setEnabled(bool enabled)
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{
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if (_enabled != enabled)
{
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_enabled = enabled;
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_updateVisible();
}
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}
void e2d::Button::setClickFunc(const Function& func)
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{
_func = func;
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}
void e2d::Button::setPivot(float pivotX, float pivotY)
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{
Node::setPivot(pivotX, pivotY);
SAFE_SET(_normal, setPivot, pivotX, pivotY);
SAFE_SET(_mouseover, setPivot, pivotX, pivotY);
SAFE_SET(_selected, setPivot, pivotX, pivotY);
SAFE_SET(_disabled, setPivot, pivotX, pivotY);
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}
bool e2d::Button::dispatch(const MouseEvent & e, bool handled)
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{
if (!handled && _enabled && _visible && _normal)
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{
bool contains = _normal->containsPoint(e.getPos());
if (e.getType() == MouseEvent::Type::LeftUp && _isSelected && contains)
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{
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_runCallback();
_isSelected = false;
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_setStatus(Status::Normal);
return true;
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}
else if (e.getType() == MouseEvent::Type::LeftDown)
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{
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_isSelected = contains;
_setStatus(contains ? Status::Selected : Status::Normal);
if (contains)
return true;
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}
else if (e.getType() == MouseEvent::Type::LeftUp)
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{
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_isSelected = false;
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}
else if (e.getType() == MouseEvent::Type::Move && _isSelected && contains)
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{
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_setStatus(Status::Selected);
return true;
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}
else
{
if (!e.isLButtonDown() && _isSelected)
{
_isSelected = false;
}
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_setStatus(contains ? Status::Mouseover : Status::Normal);
if (contains)
return true;
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}
}
return Node::dispatch(e, handled);
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}
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void e2d::Button::visit(Game * game)
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{
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Node::visit(game);
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if (_visible &&
!_enabled &&
_normal &&
_normal->containsPoint(game->getInput()->getMousePos()))
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{
game->getWindow()->setCursor(Window::Cursor::No);
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}
else if (_status == Status::Mouseover || _status == Status::Selected)
{
game->getWindow()->setCursor(Window::Cursor::Hand);
}
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}
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void e2d::Button::_setStatus(Status status)
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{
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if (_status != status)
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{
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_status = status;
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_updateVisible();
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}
}
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void e2d::Button::_updateVisible()
{
SAFE_SET(_normal, setVisible, false);
SAFE_SET(_mouseover, setVisible, false);
SAFE_SET(_selected, setVisible, false);
SAFE_SET(_disabled, setVisible, false);
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if (_enabled)
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{
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if (_status == Status::Selected && _selected)
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{
_selected->setVisible(true);
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}
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else if (_status == Status::Mouseover && _mouseover)
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{
_mouseover->setVisible(true);
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}
else
{
if (_normal) _normal->setVisible(true);
}
}
else
{
if (_disabled)
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{
_disabled->setVisible(true);
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}
else
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{
if (_normal) _normal->setVisible(true);
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}
}
}
void e2d::Button::_runCallback()
{
if (_func)
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{
_func();
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}
}