open_toontown_panda3d/panda/src/pgui/pgButton.cxx

297 lines
10 KiB
C++

// Filename: pgButton.cxx
// Created by: drose (13Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "pgButton.h"
#include "pgMouseWatcherParameter.h"
#include "throw_event.h"
#include "mouseButton.h"
#include "mouseWatcherParameter.h"
#include "colorAttrib.h"
#include "transformState.h"
TypeHandle PGButton::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: PGButton::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
PGButton::
PGButton(const string &name) : PGItem(name)
{
_button_down = false;
_click_buttons.insert(MouseButton::one());
set_active(true);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PGButton::
~PGButton() {
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
PGButton::
PGButton(const PGButton &copy) :
PGItem(copy),
_click_buttons(copy._click_buttons)
{
_button_down = false;
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::make_copy
// Access: Public, Virtual
// Description: Returns a newly-allocated Node that is a shallow copy
// of this one. It will be a different Node pointer,
// but its internal data may or may not be shared with
// that of the original Node.
////////////////////////////////////////////////////////////////////
PandaNode *PGButton::
make_copy() const {
return new PGButton(*this);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::enter_region
// Access: Public, Virtual
// Description: This is a callback hook function, called whenever the
// mouse enters the region.
////////////////////////////////////////////////////////////////////
void PGButton::
enter_region(const MouseWatcherParameter &param) {
if (get_active()) {
set_state(_button_down ? S_depressed : S_rollover);
}
PGItem::enter_region(param);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::exit_region
// Access: Public, Virtual
// Description: This is a callback hook function, called whenever the
// mouse exits the region.
////////////////////////////////////////////////////////////////////
void PGButton::
exit_region(const MouseWatcherParameter &param) {
if (get_active()) {
set_state(S_ready);
}
PGItem::exit_region(param);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::press
// Access: Public, Virtual
// Description: This is a callback hook function, called whenever a
// mouse or keyboard button is depressed while the mouse
// is within the region.
////////////////////////////////////////////////////////////////////
void PGButton::
press(const MouseWatcherParameter &param, bool background) {
if (has_click_button(param.get_button())) {
if (get_active()) {
_button_down = true;
set_state(S_depressed);
}
}
PGItem::press(param, background);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::release
// Access: Public, Virtual
// Description: This is a callback hook function, called whenever a
// mouse or keyboard button previously depressed with
// press() is released.
////////////////////////////////////////////////////////////////////
void PGButton::
release(const MouseWatcherParameter &param, bool background) {
if (has_click_button(param.get_button())) {
_button_down = false;
if (get_active()) {
if (param.is_outside()) {
set_state(S_ready);
} else {
set_state(S_rollover);
click(param);
}
}
}
PGItem::release(param, background);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::click
// Access: Public, Virtual
// Description: This is a callback hook function, called whenever the
// button is clicked down-and-up by the user normally.
////////////////////////////////////////////////////////////////////
void PGButton::
click(const MouseWatcherParameter &param) {
PGMouseWatcherParameter *ep = new PGMouseWatcherParameter(param);
string event = get_click_event(param.get_button());
play_sound(event);
throw_event(event, EventParameter(ep));
if (has_notify()) {
get_notify()->button_click(this, param);
}
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::setup
// Access: Published
// Description: Sets up the button as a default text button using the
// indicated label string. The TextNode defined by
// PGItem::get_text_node() will be used to create the
// label geometry. This automatically sets up the frame
// according to the size of the text.
////////////////////////////////////////////////////////////////////
void PGButton::
setup(const string &label, float bevel) {
clear_state_def(S_ready);
clear_state_def(S_depressed);
clear_state_def(S_rollover);
clear_state_def(S_inactive);
TextNode *text_node = get_text_node();
text_node->set_text(label);
PT(PandaNode) geom = text_node->generate();
LVecBase4f frame = text_node->get_card_actual();
set_frame(frame[0] - 0.4f, frame[1] + 0.4f, frame[2] - 0.15f, frame[3] + 0.15f);
PT(PandaNode) ready = new PandaNode("ready");
PT(PandaNode) depressed = new PandaNode("depressed");
PT(PandaNode) rollover = new PandaNode("rollover");
PT(PandaNode) inactive = new PandaNode("inactive");
PGFrameStyle style;
style.set_color(0.8f, 0.8f, 0.8f, 1.0f);
style.set_width(bevel, bevel);
style.set_type(PGFrameStyle::T_bevel_out);
set_frame_style(S_ready, style);
style.set_color(0.9f, 0.9f, 0.9f, 1.0f);
set_frame_style(S_rollover, style);
inactive->set_attrib(ColorAttrib::make_flat(Colorf(0.8f, 0.8f, 0.8f, 1.0f)));
style.set_color(0.6f, 0.6f, 0.6f, 1.0f);
set_frame_style(S_inactive, style);
style.set_type(PGFrameStyle::T_bevel_in);
style.set_color(0.8f, 0.8f, 0.8f, 1.0f);
set_frame_style(S_depressed, style);
depressed->set_transform(TransformState::make_pos(LVector3f(0.05f, 0.0f, -0.05f)));
get_state_def(S_ready).attach_new_node(ready);
get_state_def(S_depressed).attach_new_node(depressed);
get_state_def(S_rollover).attach_new_node(rollover);
get_state_def(S_inactive).attach_new_node(inactive);
ready->add_child(geom);
depressed->add_child(geom);
rollover->add_child(geom);
inactive->add_child(geom);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::setup
// Access: Published
// Description: Sets up the button using the indicated NodePath as
// arbitrary geometry.
////////////////////////////////////////////////////////////////////
void PGButton::
setup(const NodePath &ready, const NodePath &depressed,
const NodePath &rollover, const NodePath &inactive) {
clear_state_def(S_ready);
clear_state_def(S_depressed);
clear_state_def(S_rollover);
clear_state_def(S_inactive);
instance_to_state_def(S_ready, ready);
instance_to_state_def(S_depressed, depressed);
instance_to_state_def(S_rollover, rollover);
instance_to_state_def(S_inactive, inactive);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::set_active
// Access: Published, Virtual
// Description: Toggles the active/inactive state of the button. In
// the case of a PGButton, this also changes its visual
// appearance.
////////////////////////////////////////////////////////////////////
void PGButton::
set_active(bool active) {
if (active != get_active()) {
PGItem::set_active(active);
set_state(active ? S_ready : S_inactive);
}
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::add_click_button
// Access: Published
// Description: Adds the indicated button to the set of buttons that
// can effectively "click" the PGButton. Normally, this
// is just MouseButton::one(). Returns true if the
// button was added, or false if it was already there.
////////////////////////////////////////////////////////////////////
bool PGButton::
add_click_button(const ButtonHandle &button) {
return _click_buttons.insert(button).second;
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::remove_click_button
// Access: Published
// Description: Removes the indicated button from the set of buttons
// that can effectively "click" the PGButton. Normally,
// this is just MouseButton::one(). Returns true if the
// button was removed, or false if it was not in the
// set.
////////////////////////////////////////////////////////////////////
bool PGButton::
remove_click_button(const ButtonHandle &button) {
return (_click_buttons.erase(button) != 0);
}
////////////////////////////////////////////////////////////////////
// Function: PGButton::has_click_button
// Access: Published
// Description: Returns true if the indicated button is on the set of
// buttons that can effectively "click" the PGButton.
// Normally, this is just MouseButton::one().
////////////////////////////////////////////////////////////////////
bool PGButton::
has_click_button(const ButtonHandle &button) {
return (_click_buttons.count(button) != 0);
}