Magic_Game/core/Node/Button.cpp

285 lines
5.1 KiB
C++

#include "..\e2dnode.h"
#include "..\e2dmanager.h"
#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)
{
}
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)
{
this->setNormal(normal);
this->setClickFunc(func);
}
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)
{
this->setNormal(normal);
this->setSelected(selected);
this->setClickFunc(func);
}
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)
{
this->setNormal(normal);
this->setMouseOver(mouseover);
this->setSelected(selected);
this->setClickFunc(func);
}
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)
{
this->setNormal(normal);
this->setMouseOver(mouseover);
this->setSelected(selected);
this->setDisabled(disabled);
this->setClickFunc(func);
}
bool e2d::Button::isEnable() const
{
return _enable;
}
void e2d::Button::setNormal(Node * normal)
{
if (normal != _normal)
{
// ÒÆ³ý¾ÉµÄ
if (_normal)
{
this->removeChild(_normal);
}
// Ìí¼ÓеÄ
if (normal)
{
this->addChild(normal);
this->setSize(normal->getWidth(), normal->getHeight());
}
_normal = normal;
_updateVisiable();
}
}
void e2d::Button::setMouseOver(Node * mouseover)
{
if (mouseover != _normal)
{
// ÒÆ³ý¾ÉµÄ
if (_mouseover)
{
this->removeChild(_mouseover);
}
// Ìí¼ÓеÄ
if (mouseover)
{
this->addChild(mouseover);
}
_mouseover = mouseover;
_updateVisiable();
}
}
void e2d::Button::setSelected(Node * selected)
{
if (selected != _normal)
{
// ÒÆ³ý¾ÉµÄ
if (_selected)
{
this->removeChild(_selected);
}
// Ìí¼ÓеÄ
if (selected)
{
this->addChild(selected);
}
_selected = selected;
_updateVisiable();
}
}
void e2d::Button::setDisabled(Node * disabled)
{
if (disabled != _normal)
{
// ÒÆ³ý¾ÉµÄ
if (_disabled)
{
this->removeChild(_disabled);
}
// Ìí¼ÓеÄ
if (disabled)
{
this->addChild(disabled);
}
_disabled = disabled;
_updateVisiable();
}
}
void e2d::Button::setEnable(bool enable)
{
if (_enable != enable)
{
_enable = enable;
_updateVisiable();
}
}
void e2d::Button::setClickFunc(const Function& func)
{
WARN_IF(_normal == nullptr, "Button cannot work without anything to show. Please set its normal displayed.");
_func = func;
}
void e2d::Button::_fixedUpdate()
{
if (SceneManager::isTransitioning())
return;
if (_enable && _visiable && _normal)
{
if (Input::isRelease(Input::Mouse::Left))
{
// Êó±ê×ó¼ü̧Æðʱ£¬ÅжÏÊó±ê×ø±êÊÇ·ñÔÚ°´Å¥ÄÚ²¿
if (_isSelected &&
_normal->containsPoint(Input::getMousePos()))
{
_runCallback();
}
// ±ê¼Ç _isSelected Ϊ false
_isSelected = false;
}
if (Input::isPress(Input::Mouse::Left))
{
if (_normal->containsPoint(Input::getMousePos()))
{
// Êó±ê×ó¼ü°´Ï£¬ÇÒλÓÚ°´Å¥ÄÚʱ£¬±ê¼Ç _isSelected Ϊ true
_isSelected = true;
return;
}
}
if (_isSelected && Input::isDown(Input::Mouse::Left))
{
if (_normal->containsPoint(Input::getMousePos()))
{
_setState(ButtonState::Selected);
Window::setCursor(Window::Cursor::Hand);
return;
}
}
else if (_normal->containsPoint(Input::getMousePos()))
{
_setState(ButtonState::Mouseover);
Window::setCursor(Window::Cursor::Hand);
return;
}
_setState(ButtonState::Normal);
}
if (_visiable && !_enable && _normal && _normal->containsPoint(Input::getMousePos()))
{
Window::setCursor(Window::Cursor::No);
}
}
void e2d::Button::_setState(ButtonState state)
{
if (_state != state)
{
_state = state;
_updateVisiable();
}
}
void e2d::Button::_updateVisiable()
{
SAFE_SET(_normal, setVisiable, false);
SAFE_SET(_mouseover, setVisiable, false);
SAFE_SET(_selected, setVisiable, false);
SAFE_SET(_disabled, setVisiable, false);
if (_enable)
{
if (_state == ButtonState::Selected && _selected)
{
_selected->setVisiable(true);
}
else if (_state == ButtonState::Mouseover && _mouseover)
{
_mouseover->setVisiable(true);
}
else
{
if (_normal) _normal->setVisiable(true);
}
}
else
{
if (_disabled)
{
_disabled->setVisiable(true);
}
else
{
if (_normal) _normal->setVisiable(true);
}
}
}
void e2d::Button::_runCallback()
{
if (_func)
{
_func();
}
}