mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
89 lines
2.8 KiB
Ruby
89 lines
2.8 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class UIControls::Button < UIControls::BaseControl
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BUTTON_X = 2
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BUTTON_Y = 2
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BUTTON_PADDING = 10
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BUTTON_HEIGHT = 28
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# TODO: This will also depend on the font size.
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TEXT_BASE_OFFSET_Y = 18 # Text is centred vertically in the button
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def initialize(width, height, viewport, text = "")
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super(width, height, viewport)
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@text = text
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@fixed_size = false
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end
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def set_fixed_size
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@fixed_size = true
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end
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def set_interactive_rects
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button_width = (@fixed_size) ? width - (BUTTON_X * 2) : self.bitmap.text_size(@text).width + (BUTTON_PADDING * 2)
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button_height = (@fixed_size) ? height - (2 * BUTTON_Y) : BUTTON_HEIGHT
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button_height = [button_height, height - (2 * BUTTON_Y)].min
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@button_rect = Rect.new(BUTTON_X, (height - button_height) / 2, button_width, button_height)
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@interactions = {
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:button => @button_rect
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}
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end
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# TODO: This won't change the button's size. This is probably okay.
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def set_text(val)
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return if @text == val
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@text = val
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invalidate
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end
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def set_changed
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@value = true
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super
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end
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def clear_changed
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@value = false
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super
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end
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#-----------------------------------------------------------------------------
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def refresh
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super
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# Draw disabled colour
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if disabled?
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self.bitmap.fill_rect(@button_rect.x, @button_rect.y,
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@button_rect.width, @button_rect.height,
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DISABLED_COLOR)
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end
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# Draw button outline
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self.bitmap.outline_rect(@button_rect.x, @button_rect.y,
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@button_rect.width, @button_rect.height,
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self.bitmap.font.color)
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# TODO: Make buttons look more different to text boxes?
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# shade = self.bitmap.font.color.clone
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# shade.alpha = 96
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# self.bitmap.outline_rect(@button_rect.x + 1, @button_rect.y + 1,
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# @button_rect.width - 2, @button_rect.height - 2,
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# shade, 3)
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# Draw button text
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draw_text_centered(self.bitmap, @button_rect.x,
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@button_rect.y + (@button_rect.height - TEXT_BASE_OFFSET_Y) / 2,
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@button_rect.width, @text)
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end
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#-----------------------------------------------------------------------------
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def on_mouse_release
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return if !@captured_area # Wasn't captured to begin with
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# Change this control's value
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if @captured_area == :button
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mouse_x, mouse_y = mouse_pos
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if mouse_x && mouse_y && @interactions[@captured_area].contains?(mouse_x, mouse_y)
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set_changed
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end
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end
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super # Make this control not busy again
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end
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end
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