Show GLWButton.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#ifndef _GLWBUTTON_H_
#define _GLWBUTTON_H_
#include <GLW/GLWidget.h>
class GLWButtonI
{
public:
virtual ~GLWButtonI();
virtual void buttonDown(unsigned int id) = 0;
};
class GLWButton : public GLWidget
{
public:
enum
{
ButtonFlagOk = 1,
ButtonFlagCancel = 2,
ButtonFlagCenterX = 4,
ButtonSquare = 8
};
GLWButton(float x = 0.0f, float y = 0.0f,
float w = 0.0f, float h = 0.0f,
GLWButtonI *handler = 0,
unsigned flags = 0);
virtual ~GLWButton();
virtual void draw();
virtual void simulate(float frameTime);
virtual void mouseDown(int button, float x, float y, bool &skipRest);
virtual void mouseDrag(int button, float mx, float my, float x, float y, bool &skipRest);
virtual void mouseUp(int button, float x, float y, bool &skipRest);
virtual void keyDown(char *buffer, unsigned int keyState,
KeyboardHistory::HistoryElement *history, int hisCount,
bool &skipRest);
bool &getPressed() { return pressed_; }
bool getEnabled() { return enabled_; }
void setEnabled(bool enabled);
void setFlags(unsigned f) { flags_ = f; }
unsigned int getFlags() { return flags_; }
virtual void setHandler(GLWButtonI *handler);
void setRepeatMode() { repeatMode_ = true; }
REGISTER_CLASS_HEADER(GLWButton);
protected:
GLWButtonI *handler_;
unsigned flags_;
bool startdrag_, pressed_;
bool repeatMode_;
bool enabled_;
float repeatTime_;
};
#endif /* _GLWBUTTON_H_ */
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