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__); }
e2d::Button::Button()
: _func(nullptr)
, _state(ButtonState::NORMAL)
, _enable(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)
, _state(ButtonState::NORMAL)
, _enable(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)
, _state(ButtonState::NORMAL)
, _enable(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)
, _state(ButtonState::NORMAL)
, _enable(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)
, _state(ButtonState::NORMAL)
, _enable(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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}
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e2d::Button * e2d::Button::create()
{
return Create<Button>();
}
e2d::Button * e2d::Button::create(Node * normal, const Function & func)
{
return Create<Button>(normal, func);
}
e2d::Button * e2d::Button::create(Node * normal, Node * selected, const Function & func)
{
return Create<Button>(normal, selected, func);
}
e2d::Button * e2d::Button::create(Node * normal, Node * mouseover, Node * selected, const Function & func)
{
return Create<Button>(normal, mouseover, selected, func);
}
e2d::Button * e2d::Button::create(Node * normal, Node * mouseover, Node * selected, Node * disabled, const Function & func)
{
return Create<Button>(normal, mouseover, selected, disabled, func);
}
bool e2d::Button::isEnable() const
{
return _enable;
}
void e2d::Button::setNormal(Node * normal)
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{
if (normal != _normal)
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{
// <20>Ƴ<EFBFBD><C6B3>ɵ<EFBFBD>
if (_normal)
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{
this->removeChild(_normal);
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}
// <20><><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>
if (normal)
{
this->addChild(normal);
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this->setSize(normal->getWidth(), normal->getHeight());
}
_normal = normal;
_updateVisiable();
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}
}
void e2d::Button::setMouseOver(Node * mouseover)
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{
if (mouseover != _normal)
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{
// <20>Ƴ<EFBFBD><C6B3>ɵ<EFBFBD>
if (_mouseover)
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{
this->removeChild(_mouseover);
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}
// <20><><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>
if (mouseover)
{
this->addChild(mouseover);
}
_mouseover = mouseover;
_updateVisiable();
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}
}
void e2d::Button::setSelected(Node * selected)
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{
if (selected != _normal)
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{
// <20>Ƴ<EFBFBD><C6B3>ɵ<EFBFBD>
if (_selected)
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{
this->removeChild(_selected);
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}
// <20><><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>
if (selected)
{
this->addChild(selected);
}
_selected = selected;
_updateVisiable();
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}
}
void e2d::Button::setDisabled(Node * disabled)
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{
if (disabled != _normal)
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{
// <20>Ƴ<EFBFBD><C6B3>ɵ<EFBFBD>
if (_disabled)
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{
this->removeChild(_disabled);
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}
// <20><><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>
if (disabled)
{
this->addChild(disabled);
}
_disabled = disabled;
_updateVisiable();
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}
}
void e2d::Button::setEnable(bool enable)
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{
if (_enable != enable)
{
_enable = enable;
_updateVisiable();
}
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}
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void e2d::Button::setClickFunc(const Function& func)
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{
WARN_IF(_normal == nullptr, "Button cannot work without anything to show. Please set its normal displayed.");
_func = func;
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}
void e2d::Button::onFixedUpdate()
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{
if (SceneManager::isTransitioning())
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return;
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if (_enable && _visiable && _normal)
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{
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if (Input::isRelease(Input::Mouse::LEFT))
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{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̧<EFBFBD><CCA7>ʱ<EFBFBD><CAB1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ڰ<EFBFBD>ť<EFBFBD>ڲ<EFBFBD>
if (_isSelected &&
_normal->isPointIn(Input::getMousePos()))
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{
_runCallback();
}
// <20><><EFBFBD><EFBFBD> _isSelected Ϊ false
_isSelected = false;
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}
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if (Input::isPress(Input::Mouse::LEFT))
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{
if (_normal->isPointIn(Input::getMousePos()))
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{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><C2A3><EFBFBD>λ<EFBFBD>ڰ<EFBFBD>ť<EFBFBD><C5A5>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> _isSelected Ϊ true
_isSelected = true;
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return;
}
}
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if (_isSelected && Input::isDown(Input::Mouse::LEFT))
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{
if (_normal->isPointIn(Input::getMousePos()))
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{
_setState(ButtonState::SELECTED);
Window::setCursor(Window::Cursor::HAND);
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return;
}
}
else if (_normal->isPointIn(Input::getMousePos()))
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{
_setState(ButtonState::MOUSEOVER);
Window::setCursor(Window::Cursor::HAND);
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return;
}
_setState(ButtonState::NORMAL);
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}
if (_visiable && !_enable && _normal && _normal->isPointIn(Input::getMousePos()))
{
Window::setCursor(Window::Cursor::NO);
}
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}
void e2d::Button::_setState(ButtonState state)
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{
if (_state != state)
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{
_state = state;
_updateVisiable();
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}
}
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void e2d::Button::_updateVisiable()
{
SAFE_SET(_normal, setVisiable, false);
SAFE_SET(_mouseover, setVisiable, false);
SAFE_SET(_selected, setVisiable, false);
SAFE_SET(_disabled, setVisiable, false);
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if (_enable)
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{
if (_state == ButtonState::SELECTED && _selected)
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{
_selected->setVisiable(true);
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}
else if (_state == ButtonState::MOUSEOVER && _mouseover)
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{
_mouseover->setVisiable(true);
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}
else
{
if (_normal) _normal->setVisiable(true);
}
}
else
{
if (_disabled)
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{
_disabled->setVisiable(true);
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}
else
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{
if (_normal) _normal->setVisiable(true);
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}
}
}
void e2d::Button::_runCallback()
{
if (_func)
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{
_func();
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}
}