Descent3/ui/UIHotspot.cpp

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2024-04-16 03:43:29 +00:00
/*
* $Logfile: /DescentIII/Main/ui/UIHotspot.cpp $
* $Revision: 16 $
* $Date: 4/26/99 9:11p $
* $Author: Matt $
*
* Hotspot code.
*
* $Log: /DescentIII/Main/ui/UIHotspot.cpp $
*
* 16 4/26/99 9:11p Matt
* Took out saturation used by old newui.
*
* 15 4/24/99 8:23p Samir
* set hotspot hotkey after gadget is created.
*
* 14 4/14/99 1:53a Jeff
* fixed case mismatched #includes
*
* 13 10/13/98 3:47p Samir
* hotspots now handle spacebats
*
* 12 10/01/98 12:57p Samir
* fixed hotspots so their width and height touch text, no outer border.
*
* 11 9/30/98 4:33p Samir
* disabled gadgets display dim text.
*
* 10 6/05/98 5:58p Jeff
* Added a way to change the items for the states of a HotSpot
*
* 9 5/01/98 6:23p Samir
* saturate hotspots when active.
*
* 8 3/09/98 3:43p Samir
* Hotspot selected when mouse button goes up.
*
* 7 1/30/98 7:05p Samir
* Each gadget now has their own coordinate system.
*
* 6 1/23/98 5:34p Samir
* Allow for nonpersistant UIItems.
*
* 5 1/18/98 4:22p Samir
* Implemented new UIItem system.
*
* 4 1/05/98 4:36p Samir
* Moved centering and fittext control flags to UIGadget class.
*
* 3 1/02/98 2:13p Samir
* Set alpha to full for item with focus.
*
* 2 1/02/98 12:47p Samir
* Added selection and bettering centering?
*
* 1 12/30/97 4:36p Samir
* Initial revision
*
* $NoKeywords: $
*/
#include "UIlib.h"
// ----------------------------------------------------------------------------
// UIHotspot
// This is simply a region within the parent window that when clicked on
// or key pressed, does something.
UIHotspot::UIHotspot()
{
m_ItemOff = NULL;
m_ItemOn = NULL;
}
UIHotspot::~UIHotspot()
{
}
// optional key, when pressed, triggers hotspot.
void UIHotspot::Create(UIWindow *wnd, int id, int key, UIItem *itemoff, UIItem *itemon, int x, int y, int w, int h, int flags)
{
ASSERT(itemoff);
ASSERT(itemon);
if (itemoff)
m_ItemOff = itemoff->CopyUIItem();
if (itemon)
m_ItemOn = itemon->CopyUIItem();
m_ItemCur = m_ItemOff;
UIGadget::Create(wnd, id, x, y, w, h, flags);
if (key) {
UIGadget::SetHotkey(key);
}
}
void UIHotspot::SetStates(UIItem *itemoff,UIItem *itemon)
{
ASSERT(itemoff);
ASSERT(itemon);
//determine which state it currently set, so we can set it on the new state
bool currstate = false;
if (m_ItemOn==m_ItemCur)
currstate = true;
if (m_ItemOff)
delete m_ItemOff;
if (m_ItemOn)
delete m_ItemOn;
m_ItemOff = itemoff->CopyUIItem();
m_ItemOn = itemon->CopyUIItem();
if(currstate)
m_ItemCur = m_ItemOn;
else
m_ItemCur = m_ItemOff;
}
// override: behavior when gadget is destroyed.
void UIHotspot::OnDestroy()
{
UIGadget::OnDestroy();
if (m_ItemOff)
delete m_ItemOff;
if (m_ItemOn)
delete m_ItemOn;
m_ItemOff = NULL;
m_ItemOn = NULL;
}
// behavior when key is pressed.
void UIHotspot::OnKeyDown(int key)
{
if (key == KEY_SPACEBAR) {
OnSelect();
}
}
// behavior when mouse button is pressed.
void UIHotspot::OnMouseBtnDown(int btn)
{
if (btn == UILMSEBTN) {
LOCK_FOCUS(this);
}
}
// override: behavior when mouse button is released.
void UIHotspot::OnMouseBtnUp(int btn)
{
if (btn == UILMSEBTN) {
if (HasFocus()) {
if (PT_IN_GADGET(UIGadget::m_Wnd, this, UI_input.mx, UI_input.my)) {
OnSelect();
}
}
UNLOCK_FOCUS(this);
}
}
// override: behavior when gadget loses input focus.
void UIHotspot::OnLostFocus()
{
m_ItemCur = m_ItemOff;
}
// override: behavior when gadget gains input focus.
void UIHotspot::OnGainFocus()
{
m_ItemCur = m_ItemOn;
}
// override: called when resized or before drawing.
void UIHotspot::OnFormat()
{
if (m_Flags & UIF_FIT) {
m_W = m_ItemCur->width();
m_H = m_ItemCur->height();
}
UIGadget::OnFormat();
}
// behavior when gadget is being drawn.
void UIHotspot::OnDraw()
{
// draw simple background.
if (m_ItemCur) {
int x = (m_W/2 - m_ItemCur->width()/2);
int y = (m_H/2 - m_ItemCur->height()/2);
if (IsDisabled())
m_ItemCur->draw(x,y, uiDrawFaded);
else {
m_ItemCur->draw(x,y);
}
}
}