Files
infinitefusion-e18/Data/Scripts/801_UI controls/Control elements/007_Button.rb

89 lines
2.8 KiB
Ruby

#===============================================================================
#
#===============================================================================
class UIControls::Button < UIControls::BaseControl
BUTTON_X = 2
BUTTON_Y = 2
BUTTON_PADDING = 10
BUTTON_HEIGHT = 28
# TODO: This will also depend on the font size.
TEXT_BASE_OFFSET_Y = 18 # Text is centred vertically in the button
def initialize(width, height, viewport, text = "")
super(width, height, viewport)
@text = text
@fixed_size = false
end
def set_fixed_size
@fixed_size = true
end
def set_interactive_rects
button_width = (@fixed_size) ? width - (BUTTON_X * 2) : self.bitmap.text_size(@text).width + (BUTTON_PADDING * 2)
button_height = (@fixed_size) ? height - (2 * BUTTON_Y) : BUTTON_HEIGHT
button_height = [button_height, height - (2 * BUTTON_Y)].min
@button_rect = Rect.new(BUTTON_X, (height - button_height) / 2, button_width, button_height)
@interactions = {
:button => @button_rect
}
end
# TODO: This won't change the button's size. This is probably okay.
def set_text(val)
return if @text == val
@text = val
invalidate
end
def set_changed
@value = true
super
end
def clear_changed
@value = false
super
end
#-----------------------------------------------------------------------------
def refresh
super
# Draw disabled colour
if disabled?
self.bitmap.fill_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
DISABLED_COLOR)
end
# Draw button outline
self.bitmap.outline_rect(@button_rect.x, @button_rect.y,
@button_rect.width, @button_rect.height,
self.bitmap.font.color)
# TODO: Make buttons look more different to text boxes?
# shade = self.bitmap.font.color.clone
# shade.alpha = 96
# self.bitmap.outline_rect(@button_rect.x + 1, @button_rect.y + 1,
# @button_rect.width - 2, @button_rect.height - 2,
# shade, 3)
# Draw button text
draw_text_centered(self.bitmap, @button_rect.x,
@button_rect.y + (@button_rect.height - TEXT_BASE_OFFSET_Y) / 2,
@button_rect.width, @text)
end
#-----------------------------------------------------------------------------
def on_mouse_release
return if !@captured_area # Wasn't captured to begin with
# Change this control's value
if @captured_area == :button
mouse_x, mouse_y = mouse_pos
if mouse_x && mouse_y && @interactions[@captured_area].contains?(mouse_x, mouse_y)
set_changed
end
end
super # Make this control not busy again
end
end