From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- libraries/irrlicht-1.8.1/include/IGUIButton.h | 151 ++++++++++++++++++++++++++ 1 file changed, 151 insertions(+) create mode 100644 libraries/irrlicht-1.8.1/include/IGUIButton.h (limited to 'libraries/irrlicht-1.8.1/include/IGUIButton.h') diff --git a/libraries/irrlicht-1.8.1/include/IGUIButton.h b/libraries/irrlicht-1.8.1/include/IGUIButton.h new file mode 100644 index 0000000..1da880e --- /dev/null +++ b/libraries/irrlicht-1.8.1/include/IGUIButton.h @@ -0,0 +1,151 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __I_GUI_BUTTON_H_INCLUDED__ +#define __I_GUI_BUTTON_H_INCLUDED__ + +#include "IGUIElement.h" + +namespace irr +{ + +namespace video +{ + class ITexture; +} // end namespace video + +namespace gui +{ + class IGUIFont; + class IGUISpriteBank; + + enum EGUI_BUTTON_STATE + { + //! The button is not pressed + EGBS_BUTTON_UP=0, + //! The button is currently pressed down + EGBS_BUTTON_DOWN, + //! The mouse cursor is over the button + EGBS_BUTTON_MOUSE_OVER, + //! The mouse cursor is not over the button + EGBS_BUTTON_MOUSE_OFF, + //! The button has the focus + EGBS_BUTTON_FOCUSED, + //! The button doesn't have the focus + EGBS_BUTTON_NOT_FOCUSED, + //! not used, counts the number of enumerated items + EGBS_COUNT + }; + + //! Names for gui button state icons + const c8* const GUIButtonStateNames[] = + { + "buttonUp", + "buttonDown", + "buttonMouseOver", + "buttonMouseOff", + "buttonFocused", + "buttonNotFocused", + 0, + 0, + }; + + //! GUI Button interface. + /** \par This element can create the following events of type EGUI_EVENT_TYPE: + \li EGET_BUTTON_CLICKED + */ + class IGUIButton : public IGUIElement + { + public: + + //! constructor + IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect rectangle) + : IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {} + + //! Sets another skin independent font. + /** If this is set to zero, the button uses the font of the skin. + \param font: New font to set. */ + virtual void setOverrideFont(IGUIFont* font=0) = 0; + + //! Gets the override font (if any) + /** \return The override font (may be 0) */ + virtual IGUIFont* getOverrideFont(void) const = 0; + + //! Get the font which is used right now for drawing + /** Currently this is the override font when one is set and the + font of the active skin otherwise */ + virtual IGUIFont* getActiveFont() const = 0; + + //! Sets an image which should be displayed on the button when it is in normal state. + /** \param image: Image to be displayed */ + virtual void setImage(video::ITexture* image=0) = 0; + + //! Sets a background image for the button when it is in normal state. + /** \param image: Texture containing the image to be displayed + \param pos: Position in the texture, where the image is located */ + virtual void setImage(video::ITexture* image, const core::rect& pos) = 0; + + //! Sets a background image for the button when it is in pressed state. + /** If no images is specified for the pressed state via + setPressedImage(), this image is also drawn in pressed state. + \param image: Image to be displayed */ + virtual void setPressedImage(video::ITexture* image=0) = 0; + + //! Sets an image which should be displayed on the button when it is in pressed state. + /** \param image: Texture containing the image to be displayed + \param pos: Position in the texture, where the image is located */ + virtual void setPressedImage(video::ITexture* image, const core::rect& pos) = 0; + + //! Sets the sprite bank used by the button + virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0; + + //! Sets the animated sprite for a specific button state + /** \param index: Number of the sprite within the sprite bank, use -1 for no sprite + \param state: State of the button to set the sprite for + \param index: The sprite number from the current sprite bank + \param color: The color of the sprite + \param loop: True if the animation should loop, false if not + */ + virtual void setSprite(EGUI_BUTTON_STATE state, s32 index, + video::SColor color=video::SColor(255,255,255,255), bool loop=false) = 0; + + //! Sets if the button should behave like a push button. + /** Which means it can be in two states: Normal or Pressed. With a click on the button, + the user can change the state of the button. */ + virtual void setIsPushButton(bool isPushButton=true) = 0; + + //! Sets the pressed state of the button if this is a pushbutton + virtual void setPressed(bool pressed=true) = 0; + + //! Returns if the button is currently pressed + virtual bool isPressed() const = 0; + + //! Sets if the alpha channel should be used for drawing background images on the button (default is false) + virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0; + + //! Returns if the alpha channel should be used for drawing background images on the button + virtual bool isAlphaChannelUsed() const = 0; + + //! Returns whether the button is a push button + virtual bool isPushButton() const = 0; + + //! Sets if the button should use the skin to draw its border and button face (default is true) + virtual void setDrawBorder(bool border=true) = 0; + + //! Returns if the border and button face are being drawn using the skin + virtual bool isDrawingBorder() const = 0; + + //! Sets if the button should scale the button images to fit + virtual void setScaleImage(bool scaleImage=true) = 0; + + //! Checks whether the button scales the used images + virtual bool isScalingImage() const = 0; + }; + + +} // end namespace gui +} // end namespace irr + +#endif + -- cgit v1.1