Button::Button(const char *szBtnText, const C4Rect &rtBounds) : Control(rtBounds), pCustomGfx(NULL), pCustomGfxDown(NULL), fDown(false), fMouseOver(false), fEnabled(true), dwCustomFontClr(0), pCustomFont(NULL) { // key callbacks C4CustomKey::CodeList keys; keys.push_back(C4KeyCodeEx(K_SPACE)); keys.push_back(C4KeyCodeEx(K_RETURN)); if (Config.Controls.GamepadGuiControl) keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyLowButton))); pKeyButton = new C4KeyBinding(keys, "GUIButtonPress", KEYSCOPE_Gui, new ControlKeyCB<Button>(*this, &Button::KeyButtonDown, &Button::KeyButtonUp), C4CustomKey::PRIO_Ctrl); sText = ""; // set new button text SetText(szBtnText); }
C4StartupMainDlg::C4StartupMainDlg() : C4StartupDlg(NULL) // create w/o title; it is drawn in custom draw proc { // ctor fFirstShown = true; // screen calculations int iButtonPadding = 2; int iButtonHeight = C4GUI_BigButtonHgt; C4GUI::ComponentAligner caMain(rcBounds, 0,0,true); C4GUI::ComponentAligner caRightPanel(caMain.GetFromLeft(rcBounds.Wdt*2/5), rcBounds.Wdt/26, 40+rcBounds.Hgt/5); C4GUI::ComponentAligner caButtons(caRightPanel.GetAll(), 0, iButtonPadding); // main menu buttons C4GUI::CallbackButton<C4StartupMainDlg> *btn; AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_BTN_LOCALGAME"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnStartBtn)); btn->SetToolTip(LoadResStr("IDS_DLGTIP_STARTGAME")); btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown); pStartButton = btn; AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_BTN_NETWORKGAME"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnNetJoinBtn)); btn->SetToolTip(LoadResStr("IDS_DLGTIP_NETWORKGAME")); btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown); AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_PLAYERSELECTION"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnPlayerSelectionBtn)); btn->SetToolTip(LoadResStr("IDS_DLGTIP_PLAYERSELECTION")); btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown); AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_OPTIONS"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnOptionsBtn)); btn->SetToolTip(LoadResStr("IDS_DLGTIP_OPTIONS")); btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown); AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_ABOUT"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnAboutBtn)); btn->SetToolTip(LoadResStr("IDS_DLGTIP_ABOUT")); btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown); AddElement(btn = new C4GUI::CallbackButton<C4StartupMainDlg>(LoadResStr("IDS_DLG_EXIT"), caButtons.GetFromTop(iButtonHeight), &C4StartupMainDlg::OnExitBtn)); btn->SetToolTip(LoadResStr("IDS_DLGTIP_EXIT")); btn->SetCustomGraphics(&C4Startup::Get()->Graphics.barMainButtons, &C4Startup::Get()->Graphics.barMainButtonsDown); // list of selected players AddElement(pParticipantsLbl = new C4GUI::Label("test", GetClientRect().Wdt*39/40, GetClientRect().Hgt*9/10, ARight, 0xffffffff, &::GraphicsResource.TitleFont, false)); pParticipantsLbl->SetToolTip(LoadResStr("IDS_DLGTIP_SELECTEDPLAYERS")); // player selection shortcut - to be made optional UpdateParticipants(); pParticipantsLbl->SetContextHandler(new C4GUI::CBContextHandler<C4StartupMainDlg>(this, &C4StartupMainDlg::OnPlayerSelContext)); // key bindings C4CustomKey::CodeList keys; keys.push_back(C4KeyCodeEx(K_DOWN)); keys.push_back(C4KeyCodeEx(K_RIGHT)); if (Config.Controls.GamepadGuiControl) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Down))); // right will be done by Dialog already } pKeyDown = new C4KeyBinding(keys, "StartupMainCtrlNext", KEYSCOPE_Gui, new C4GUI::DlgKeyCBEx<C4StartupMainDlg, bool>(*this, false, &C4StartupMainDlg::KeyAdvanceFocus), C4CustomKey::PRIO_CtrlOverride); keys.clear(); keys.push_back(C4KeyCodeEx(K_UP)); keys.push_back(C4KeyCodeEx(K_LEFT)); if (Config.Controls.GamepadGuiControl) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Up))); // left will be done by Dialog already } pKeyUp = new C4KeyBinding(keys, "StartupMainCtrlPrev", KEYSCOPE_Gui, new C4GUI::DlgKeyCBEx<C4StartupMainDlg, bool>(*this, true, &C4StartupMainDlg::KeyAdvanceFocus), C4CustomKey::PRIO_CtrlOverride); keys.clear(); keys.push_back(C4KeyCodeEx(K_RETURN)); pKeyEnter = new C4KeyBinding(keys, "StartupMainOK", KEYSCOPE_Gui, new C4GUI::DlgKeyCB<C4StartupMainDlg>(*this, &C4StartupMainDlg::KeyEnterDown, &C4StartupMainDlg::KeyEnterUp), C4CustomKey::PRIO_CtrlOverride); }
CheckBox::CheckBox(const C4Rect &rtBounds, const char *szCaption, bool fChecked) : Control(rtBounds), fChecked(fChecked), fMouseOn(false), fEnabled(true), pFont(NULL) , dwEnabledClr(C4GUI_CheckboxFontClr), dwDisabledClr(C4GUI_CheckboxDisabledFontClr), cHotkey(0) { if (szCaption) { sCaption.Copy(szCaption); ExpandHotkeyMarkup(sCaption, cHotkey); } // key callbacks: Check/Uncheck on space and primary joy button C4CustomKey::CodeList Keys; Keys.push_back(C4KeyCodeEx(K_SPACE)); if (Config.Controls.GamepadGuiControl) { Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyLowButton))); } pKeyCheck = new C4KeyBinding(Keys, "GUICheckboxToggle", KEYSCOPE_Gui, new ControlKeyCB<CheckBox>(*this, &CheckBox::KeyCheck), C4CustomKey::PRIO_Ctrl); pCBHandler = NULL; }