robmcmullen-apple2/src/gui/button.cpp

270 lines
7.4 KiB
C++

//
// BUTTON.CPP
//
// Graphical User Interface button class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/02/2006 Created this file
//
#include "button.h"
#include "guimisc.h" // Various support functions
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
// Debugging...
//#define DEBUG_GUI_BUTTON
#ifdef DEBUG_GUI_BUTTON
#include "log.h"
#endif
//
// Button class implementation
//
/*
Some notes about this class:
- Button colors are hardwired (for plain text buttons)
*/
Button::Button(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(false),
activatedSave(false), clickedSave(false), insideSave(false)
{
// Should we make a local button bitmap here?
}
Button::Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, SDL_Surface * upImg, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(upImg), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(false),
activatedSave(false), clickedSave(false), insideSave(false)
{
// if (upImg == NULL)
// return;
//
// uint32_t width = ((Bitmap *)upImg)->width, height = ((Bitmap *)upImg)->height;
//
// buttonUp = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height,
// 32, MASK_R, MASK_G, MASK_B, MASK_A);
// memcpy(buttonUp->pixels, ((Bitmap *)upImg)->pixelData, width * height * 4);
// Should we make a local button bitmap here? NO--it's passed in!
}
Button::Button(uint32_t x, uint32_t y, SDL_Surface * bU, SDL_Surface * bH/*= NULL*/,
SDL_Surface * bD/*= NULL*/, Element * parent/*= NULL*/):
Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(bU), buttonDown(bD), buttonHover(bH), surfacesAreLocal(false),
activatedSave(false), clickedSave(false), insideSave(false)
{
if (buttonUp)
extents.w = buttonUp->w,
extents.h = buttonUp->h;
}
Button::Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, std::string s, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true),
activatedSave(false), clickedSave(false), insideSave(false)
{
// Create the button surfaces here...
}
Button::Button(uint32_t x, uint32_t y, std::string s, Element * parent/*= NULL*/):
Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xCF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true),
activatedSave(false), clickedSave(false), insideSave(false)
{
extents.w = (s.length() + 2) * GetFontWidth();
extents.h = GetFontHeight();
// Create the button surfaces here...
buttonUp = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
buttonDown = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
buttonHover = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
//bleh
uint8_t r1, g1, b1, a1;
SDL_GetRGBA(fgColor, screen->format, &r1, &g1, &b1, &a1);
fgColor = SDL_MapRGBA(buttonUp->format, r1, g1, b1, a1);
SDL_GetRGBA(bgColor, screen->format, &r1, &g1, &b1, &a1);
bgColor = SDL_MapRGBA(buttonUp->format, r1, g1, b1, a1);
fgColorHL = SDL_MapRGBA(buttonUp->format, 0xFF, 0xFF, 0xFF, 0xFF);
bgColorHL = SDL_MapRGBA(buttonUp->format, 0x4F, 0xFF, 0x4F, 0xFF);
//helb
// Need to create backgrounds before we do this stuff...
SDL_FillRect(buttonUp, NULL, bgColor);
SDL_FillRect(buttonDown, NULL, fgColor);
SDL_FillRect(buttonHover, NULL, bgColorHL);
DrawStringTrans(buttonUp, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonDown, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonHover, GetFontWidth(), 0, fgColorHL, s.c_str());
#ifdef DEBUG_GUI_BUTTON
WriteLog("Button::Button()...\n");
WriteLog("\tbuttonUp w/h = %u/%u\n", buttonUp->w, buttonUp->h);
WriteLog("\tbuttonDown w/h = %u/%u\n", buttonDown->w, buttonDown->h);
WriteLog("\tbuttonHover w/h = %u/%u\n", buttonHover->w, buttonHover->h);
#endif
}
Button::~Button()
{
if (surfacesAreLocal)
{
if (buttonUp)
SDL_FreeSurface(buttonUp);
if (buttonDown)
SDL_FreeSurface(buttonDown);
if (buttonHover)
SDL_FreeSurface(buttonHover);
}
}
void Button::HandleKey(SDL_Scancode key)
{
}
void Button::HandleMouseMove(uint32_t x, uint32_t y)
{
if (!visible)
return;
SaveStateVariables();
inside = Inside(x, y);
CheckStateAndRedrawIfNeeded();
}
void Button::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
if (!visible)
return;
SaveStateVariables();
if (inside)
{
if (mouseDown)
clicked = true;
if (clicked && !mouseDown)
{
clicked = false, activated = true;
// Send a message to our parent widget (if any) that we're activated
if (parent)
parent->Notify(this);
}
}
else
clicked = activated = false;
CheckStateAndRedrawIfNeeded();
}
void Button::Draw(void)
{
#ifdef DEBUG_GUI_BUTTON
WriteLog("Button::Draw()...\n");
#endif
if (!visible)
return;
if (buttonUp == NULL)
return; // Bail out if no surface was created...
// Now, draw the appropriate button state!
SDL_Surface * picToShow = buttonUp;
if (buttonHover != NULL && inside && !clicked)
picToShow = buttonHover;
if (buttonDown != NULL && inside && clicked)
picToShow = buttonDown;
SDL_Rect rect = GetScreenCoords();
#ifdef DEBUG_GUI_BUTTON
WriteLog(" coords: x=%u, y=%u\n", rect.x, rect.y);
WriteLog(" picToShow=%08X\n", picToShow);
#endif
//Need to do coverage list blitting here, to avoid unnecessary drawing when doing mouseovers
//Also, need to add suport in Gui()...
SDL_BlitSurface(picToShow, NULL, screen, &rect); // This handles alpha blending too! :-D
#ifdef DEBUG_GUI_BUTTON
WriteLog(" width: w=%u, h=%u\n", rect.w, rect.h);
#endif
needToRefreshScreen = true;
#ifdef DEBUG_GUI_BUTTON
// SDL_FillRect(screen, &extents, fgColor);
#endif
}
void Button::Notify(Element *)
{
}
bool Button::ButtonClicked(void)
{
return activated;
}
void Button::SaveStateVariables(void)
{
activatedSave = activated;
clickedSave = clicked;
insideSave = inside;
}
void Button::CheckStateAndRedrawIfNeeded(void)
{
// Check to see if any of our state variables changed since we last saved them...
if (activated != activatedSave || clicked != clickedSave || inside != insideSave)
Draw();
}
void Button::SetText(std::string s)
{
// Need to create backgrounds before we do this stuff...
SDL_FillRect(buttonUp, NULL, bgColor);
SDL_FillRect(buttonDown, NULL, fgColor);
SDL_FillRect(buttonHover, NULL, bgColorHL);
DrawStringTrans(buttonUp, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonDown, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonHover, GetFontWidth(), 0, fgColorHL, s.c_str());
}