int UIButton(int id, const LayoutManager &layout, float w, float h, const char *text, int button_align) { if (h == 0.0f) h = themeAtlas->images[theme.buttonImage].h; float x, y; layout.GetPos(&w, &h, &x, &y); if (button_align & ALIGN_HCENTER) x -= w / 2; if (button_align & ALIGN_VCENTER) y -= h / 2; if (button_align & ALIGN_RIGHT) x -= w; if (button_align & ALIGN_BOTTOM) y -= h; int txOffset = 0; int clicked = 0; for (int i = 0; i < MAX_POINTERS; i++) { // Check whether the button should be hot, use a generous margin for touch ease if (UIRegionHit(i, x, y, w, h, 8)) { uistate.hotitem[i] = id; if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) { uistate.activeitem[i] = id; } } if (uistate.hotitem[i] == id) { if (uistate.activeitem[i] == id) { // Button is both 'hot' and 'active' txOffset = 2; } else { // Button is merely 'hot' } } else { // button is not hot, but it may be active } // If button is hot and active, but mouse button is not // down, the user must have clicked the button. if (uistate.mousedown[i] == 0 && uistate.hotitem[i] == id && uistate.activeitem[i] == id) { clicked = 1; } } // Render button if (h == themeAtlas->images[theme.buttonImage].h) ui_draw2d.DrawImage2GridH((txOffset && theme.buttonSelected) ? theme.buttonSelected : theme.buttonImage, x, y, x + w); else ui_draw2d.DrawImage4Grid((txOffset && theme.buttonSelected) ? theme.buttonSelected : theme.buttonImage, x, y, x + w, y + h); ui_draw2d.DrawTextShadow(theme.uiFont, text, x + w/2, y + h/2 + txOffset, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER); uistate.lastwidget = id; return clicked; }
int UIImageButton(int id, const LayoutManager &layout, float w, int image, int button_align) { float h = 64; float x, y; layout.GetPos(&w, &h, &x, &y); if (button_align & ALIGN_HCENTER) x -= w / 2; if (button_align & ALIGN_VCENTER) y -= h / 2; if (button_align & ALIGN_RIGHT) x -= w; if (button_align & ALIGN_BOTTOMRIGHT) y -= h; int txOffset = 0; int clicked = 0; for (int i = 0; i < MAX_POINTERS; i++) { // Check whether the button should be hot, use a generous margin for touch ease if (UIRegionHit(i, x, y, w, h, 8)) { uistate.hotitem[i] = id; if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) uistate.activeitem[i] = id; } if (uistate.hotitem[i] == id) { if (uistate.activeitem[i] == id) { // Button is both 'hot' and 'active' txOffset = 2; } else { // Button is merely 'hot' } } else { // button is not hot, but it may be active§ } // If button is hot and active, but mouse button is not // down, the user must have clicked the button. if (uistate.mousedown[i] == 0 && uistate.hotitem[i] == id && uistate.activeitem[i] == id) { clicked = 1; } } // Render button ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w); ui_draw2d.DrawImage(image, x + w/2, y + h/2 + txOffset, 1.0f, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER); uistate.lastwidget = id; return clicked; }
void StringVectorListAdapter::drawItem(int item, int x, int y, int w, int h, bool selected) const { ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w); ui_draw2d.DrawTextShadow(theme.uiFont, (*items_)[item].c_str(), x + UI_SPACE , y, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER); }
int UITextureButton(UIContext *ctx, int id, const LayoutManager &layout, float w, float h, Texture *texture, int button_align, uint32_t color, int drop_shadow) // uses current UI atlas for fetching images. { float x, y; layout.GetPos(&w, &h, &x, &y); if (button_align & ALIGN_HCENTER) x -= w / 2; if (button_align & ALIGN_VCENTER) y -= h / 2; if (button_align & ALIGN_RIGHT) x -= w; if (button_align & ALIGN_BOTTOMRIGHT) y -= h; int txOffset = 0; int clicked = 0; for (int i = 0; i < MAX_POINTERS; i++) { // Check whether the button should be hot, use a generous margin for touch ease if (UIRegionHit(i, x, y, w, h, 8)) { uistate.hotitem[i] = id; if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) uistate.activeitem[i] = id; } if (uistate.hotitem[i] == id) { if (uistate.activeitem[i] == id) { // Button is both 'hot' and 'active' txOffset = 2; } else { // Button is merely 'hot' } } else { // button is not hot, but it may be active } // If button is hot and active, but mouse button is not // down, the user must have clicked the button. if (uistate.mousedown[i] == 0 && uistate.hotitem[i] == id && uistate.activeitem[i] == id) { clicked = 1; } } if (texture) { float tw = texture->Width(); float th = texture->Height(); // Adjust position so we don't stretch the image vertically or horizontally. // TODO: Add a param to specify fit? The below assumes it's never too wide. float nw = h * tw / th; x += (w - nw) / 2.0f; w = nw; } // Render button int dropsize = 10; if (drop_shadow && texture) { if (txOffset) { dropsize = 3; y += txOffset * 2; } ui_draw2d.DrawImage4Grid(drop_shadow, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, blackAlpha(0.5f), 1.0f); ui_draw2d.Flush(true); } if (texture) { texture->Bind(0); } else { ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w, color); ui_draw2d.Flush(); Texture::Unbind(); } ui_draw2d.DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color); ui_draw2d.Flush(); ctx->RebindTexture(); uistate.lastwidget = id; return clicked; }