/* $Id$
This file is part of libmspgltk
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
+Copyright © 2007, 2009 Mikko Rasa, Mikkosoft Productions
Distributed under the LGPL
*/
+#include <msp/gl/immediate.h>
#include "button.h"
#include "part.h"
namespace GLtk {
Button::Button(const Resources &r, const std::string &t):
- Widget(r)
+ Widget(r),
+ icon(0),
+ pressed(false)
{
set_text(t);
update_style();
text=t;
}
-void Button::button_press(int x, int y, unsigned btn)
+void Button::set_icon(const GL::Texture2D *i)
{
- if(geom.is_inside(x, y) && btn==1)
- state=ACTIVE;
+ icon=i;
}
-void Button::button_release(int x, int y, unsigned btn)
+void Button::button_press(int, int, unsigned btn)
{
if(btn==1)
{
- if(geom.is_inside(x, y))
- {
- signal_clicked.emit();
- state=HOVER;
- }
- else
- state=NORMAL;
+ pressed=true;
+ state|=ACTIVE;
}
}
-void Button::pointer_enter()
+void Button::button_release(int x, int y, unsigned btn)
{
- state=HOVER;
+ if(pressed && btn==1)
+ {
+ state&=~ACTIVE;
+ pressed=false;
+
+ if(geom.is_inside_relative(x, y))
+ signal_clicked.emit();
+ }
}
-void Button::pointer_leave()
+void Button::pointer_motion(int x, int y)
{
- state=NORMAL;
+ if(pressed)
+ {
+ if(!geom.is_inside_relative(x, y))
+ state&=~ACTIVE;
+ else
+ state|=ACTIVE;
+ }
}
-void Button::render_part(const Part &part) const
+void Button::render_special(const Part &part) const
{
if(part.get_name()=="text")
render_text(part, text);
- else
- Widget::render_part(part);
+ if(part.get_name()=="icon" && icon)
+ {
+ Geometry rgeom;
+ rgeom.w=icon->get_width();
+ rgeom.h=icon->get_height();
+ part.get_alignment().apply(rgeom, geom, part.get_margin());
+
+ icon->bind();
+ GL::Immediate imm((GL::COLOR4_UBYTE, GL::TEXCOORD2, GL::VERTEX2));
+ imm.color(1.0f, 1.0f, 1.0f);
+ imm.begin(GL::QUADS);
+ imm.texcoord(0, 0);
+ imm.vertex(rgeom.x, rgeom.y);
+ imm.texcoord(1, 0);
+ imm.vertex(rgeom.x+rgeom.w, rgeom.y);
+ imm.texcoord(1, 1);
+ imm.vertex(rgeom.x+rgeom.w, rgeom.y+rgeom.h);
+ imm.texcoord(0, 1);
+ imm.vertex(rgeom.x, rgeom.y+rgeom.h);
+ imm.end();
+ GL::Texture::unbind();
+ }
}