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/*  Starshatter OpenSource Distribution
    Copyright (c) 1997-2004, Destroyer Studios LLC.
    All Rights Reserved.

    Redistribution and use in source and binary forms, with or without
    modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright notice,
      this list of conditions and the following disclaimer in the documentation
      and/or other materials provided with the distribution.
    * Neither the name "Destroyer Studios" nor the names of its contributors
      may be used to endorse or promote products derived from this software
      without specific prior written permission.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    POSSIBILITY OF SUCH DAMAGE.

    SUBSYSTEM:    nGenEx.lib
    FILE:         Button.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Button class
*/

#ifndef Button_h
#define Button_h

#include "Types.h"
#include "ActiveWindow.h"
#include "Bitmap.h"

// +--------------------------------------------------------------------+

class Button : public ActiveWindow
{
public:
    enum SOUNDS {
        SND_BUTTON,
        SND_CLICK,
        SND_SWISH,
        SND_CHIRP,
        SND_ACCEPT,
        SND_REJECT,
        SND_CONFIRM,
        SND_LIST_SELECT,
        SND_LIST_SCROLL,
        SND_LIST_DROP,
        SND_COMBO_OPEN,
        SND_COMBO_CLOSE,
        SND_COMBO_HILITE,
        SND_COMBO_SELECT,
        SND_MENU_OPEN,
        SND_MENU_CLOSE,
        SND_MENU_SELECT,
        SND_MENU_HILITE
    };

    Button(Screen*       s, int ax, int ay, int aw, int ah, DWORD id=0);
    Button(ActiveWindow* p, int ax, int ay, int aw, int ah, DWORD id=0);
    virtual ~Button();

    static void       Initialize();
    static void       Close();
    static void       PlaySound(int n=0);
    static void       SetVolume(int vol);

    // Operations:
    virtual void      Draw();     // refresh backing store

    // Event Target Interface:
    virtual int       OnMouseMove(int x, int y);
    virtual int       OnLButtonDown(int x, int y);
    virtual int       OnLButtonUp(int x, int y);
    virtual int       OnClick();
    virtual int       OnMouseEnter(int x, int y);
    virtual int       OnMouseExit(int x, int y);

    // Property accessors:
    Color GetActiveColor();
    void  SetActiveColor(Color c);
    bool  GetAnimated();
    void  SetAnimated(bool bNewValue);
    short GetBevelWidth();
    void  SetBevelWidth(short nNewValue);
    bool  GetBorder();
    void  SetBorder(bool bNewValue);
    Color GetBorderColor();
    void  SetBorderColor(Color c);
    short GetButtonState();
    void  SetButtonState(short nNewValue);
    bool  GetDropShadow();
    void  SetDropShadow(bool bNewValue);
    void  GetPicture(Bitmap& img);
    void  SetPicture(const Bitmap& img);
    short GetPictureLocation();
    void  SetPictureLocation(short nNewValue);
    bool  GetSticky();
    void  SetSticky(bool bNewValue);

    void  SetStandardImage(Bitmap* img);
    void  SetActivatedImage(Bitmap* img);
    void  SetTransitionImage(Bitmap* img);

protected:
    Rect  CalcLabelRect(int img_w, int img_h);
    Rect  CalcPictureRect();
    void  DrawImage(Bitmap* bmp, const Rect& irect);

    bool           animated;
    bool           drop_shadow;
    bool           sticky;
    bool           border;

    Color          active_color;
    Color          border_color;

    bool           captured;
    int            pre_state;
    short          bevel_width;
    short          button_state;

    short          picture_loc;
    Bitmap         picture;

    Bitmap*        standard_image;   // state = 0
    Bitmap*        activated_image;  // state = 1 (if sticky)
    Bitmap*        transition_image; // state = 2 (if sticky)
};

#endif Button_h