// 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