Magic_Game/core/components/Button.cpp

256 lines
5.2 KiB
C++

#include "..\e2dcomponent.h"
#include "..\e2dmanager.h"
#include "..\e2dmodule.h"
#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->SetAnchor(anchor_.x, anchor_.y); \
this->AddChild(New); \
} \
Old = New; \
UpdateVisible(); \
} \
e2d::Button::Button()
: callback_(nullptr)
, status_(Status::Normal)
, enabled_(true)
, is_selected_(false)
, normal_(nullptr)
, mouseover_(nullptr)
, selected_(nullptr)
, disabled_(nullptr)
{
}
e2d::Button::Button(Node * normal, const Function& func)
: callback_(nullptr)
, status_(Status::Normal)
, enabled_(true)
, is_selected_(false)
, normal_(nullptr)
, mouseover_(nullptr)
, selected_(nullptr)
, disabled_(nullptr)
{
this->SetNormal(normal);
this->SetCallbackOnClick(func);
}
e2d::Button::Button(Node * normal, Node * selected, const Function& func)
: callback_(nullptr)
, status_(Status::Normal)
, enabled_(true)
, is_selected_(false)
, normal_(nullptr)
, mouseover_(nullptr)
, selected_(nullptr)
, disabled_(nullptr)
{
this->SetNormal(normal);
this->SetSelected(selected);
this->SetCallbackOnClick(func);
}
e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Function& func)
: callback_(nullptr)
, status_(Status::Normal)
, enabled_(true)
, is_selected_(false)
, normal_(nullptr)
, mouseover_(nullptr)
, selected_(nullptr)
, disabled_(nullptr)
{
this->SetNormal(normal);
this->SetMouseOver(mouseover);
this->SetSelected(selected);
this->SetCallbackOnClick(func);
}
e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Node * disabled, const Function& func)
: callback_(nullptr)
, status_(Status::Normal)
, enabled_(true)
, is_selected_(false)
, normal_(nullptr)
, mouseover_(nullptr)
, selected_(nullptr)
, disabled_(nullptr)
{
this->SetNormal(normal);
this->SetMouseOver(mouseover);
this->SetSelected(selected);
this->SetDisabled(disabled);
this->SetCallbackOnClick(func);
}
bool e2d::Button::IsEnable() const
{
return enabled_;
}
void e2d::Button::SetNormal(Node * normal)
{
SET_BUTTON_NODE(normal_, normal);
if (normal)
{
this->SetSize(normal->GetWidth(), normal->GetHeight());
}
}
void e2d::Button::SetMouseOver(Node * mouseover)
{
SET_BUTTON_NODE(mouseover_, mouseover);
}
void e2d::Button::SetSelected(Node * selected)
{
SET_BUTTON_NODE(selected_, selected);
}
void e2d::Button::SetDisabled(Node * disabled)
{
SET_BUTTON_NODE(disabled_, disabled);
}
void e2d::Button::SetEnabled(bool enabled)
{
if (enabled_ != enabled)
{
enabled_ = enabled;
UpdateVisible();
}
}
void e2d::Button::SetCallbackOnClick(const Function& func)
{
callback_ = func;
}
void e2d::Button::SetAnchor(float anchor_x, float anchor_y)
{
Node::SetAnchor(anchor_x, anchor_y);
SAFE_SET(normal_, SetAnchor, anchor_x, anchor_y);
SAFE_SET(mouseover_, SetAnchor, anchor_x, anchor_y);
SAFE_SET(selected_, SetAnchor, anchor_x, anchor_y);
SAFE_SET(disabled_, SetAnchor, anchor_x, anchor_y);
}
bool e2d::Button::Dispatch(const MouseEvent & e, bool handled)
{
if (!handled && enabled_ && visible_ && normal_)
{
bool contains = normal_->ContainsPoint(e.GetPos());
if (e.GetType() == MouseEvent::Type::LeftUp && is_selected_ && contains)
{
if (callback_)
{
callback_();
}
is_selected_ = false;
SetStatus(Status::Normal);
return true;
}
else if (e.GetType() == MouseEvent::Type::LeftDown)
{
is_selected_ = contains;
SetStatus(contains ? Status::Selected : Status::Normal);
if (contains)
return true;
}
else if (e.GetType() == MouseEvent::Type::LeftUp)
{
is_selected_ = false;
}
else if (e.GetType() == MouseEvent::Type::MoveBy && is_selected_ && contains)
{
SetStatus(Status::Selected);
return true;
}
else
{
if (!e.IsLButtonDown() && is_selected_)
{
is_selected_ = false;
}
SetStatus(contains ? Status::Mouseover : Status::Normal);
if (contains)
return true;
}
}
return Node::Dispatch(e, handled);
}
void e2d::Button::Visit()
{
Node::Visit();
if (visible_ &&
!enabled_ &&
normal_ &&
normal_->ContainsPoint(Input::GetInstance()->GetMousePos()))
{
Window::GetInstance()->SetCursor(Window::Cursor::No);
}
else if (status_ == Status::Mouseover || status_ == Status::Selected)
{
Window::GetInstance()->SetCursor(Window::Cursor::Hand);
}
}
void e2d::Button::SetStatus(Status status)
{
if (status_ != status)
{
status_ = status;
UpdateVisible();
}
}
void e2d::Button::UpdateVisible()
{
SAFE_SET(normal_, SetVisible, false);
SAFE_SET(mouseover_, SetVisible, false);
SAFE_SET(selected_, SetVisible, false);
SAFE_SET(disabled_, SetVisible, false);
if (enabled_)
{
if (status_ == Status::Selected && selected_)
{
selected_->SetVisible(true);
}
else if (status_ == Status::Mouseover && mouseover_)
{
mouseover_->SetVisible(true);
}
else
{
if (normal_) normal_->SetVisible(true);
}
}
else
{
if (disabled_)
{
disabled_->SetVisible(true);
}
else
{
if (normal_) normal_->SetVisible(true);
}
}
}