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SpriteButton.cpp
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#include "SpriteButton.hpp"
#include "Theme.hpp"
namespace gui
{
SpriteButton::SpriteButton(const sf::Texture& texture, const sf::String& string):
Widget(),
m_pressed(false)
{
size_t width = texture.getSize().x;
size_t height = texture.getSize().y / 3; // default, hover, focus
m_background.setTexture(texture);
m_background.setTextureRect(sf::IntRect(0, 0, width, height));
setSize(width, height);
m_text.setFont(Theme::getFont());
m_text.setCharacterSize(Theme::textSize);
setString(string);
}
void SpriteButton::setString(const sf::String& string)
{
m_text.setString(string);
centerText(m_text);
}
const sf::String& SpriteButton::getString() const
{
return m_text.getString();
}
void SpriteButton::setFont(const sf::Font& font)
{
m_text.setFont(font);
centerText(m_text);
}
const sf::Font& SpriteButton::getFont() const
{
return *m_text.getFont();
}
void SpriteButton::setTextSize(size_t size)
{
m_text.setCharacterSize(size);
centerText(m_text);
}
void SpriteButton::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
target.draw(m_background, states);
target.draw(m_text, states);
}
// Callbacks -------------------------------------------------------------------
void SpriteButton::onStateChanged(State state)
{
sf::Vector2f size = getSize();
switch (state)
{
case StateDefault:
m_background.setTextureRect(sf::IntRect(0, 0, size.x, size.y));
break;
case StateHovered:
m_background.setTextureRect(sf::IntRect(0, size.y, size.x, size.y));
break;
case StatePressed:
case StateFocused:
m_background.setTextureRect(sf::IntRect(0, size.y * 2, size.x, size.y));
break;
}
}
void SpriteButton::onMouseMoved(float x, float y)
{
if (isFocused())
{
if (containsPoint({x, y}) && sf::Mouse::isButtonPressed(sf::Mouse::Left))
press();
else
release();
}
}
void SpriteButton::onMousePressed(float, float)
{
press();
}
void SpriteButton::onMouseReleased(float x, float y)
{
release();
if (containsPoint({x, y}))
{
triggerCallback();
}
}
void SpriteButton::onKeyPressed(const sf::Event::KeyEvent& key)
{
if (key.code == sf::Keyboard::Return)
{
triggerCallback();
press();
}
}
void SpriteButton::onKeyReleased(const sf::Event::KeyEvent& key)
{
if (key.code == sf::Keyboard::Return)
release();
}
void SpriteButton::press()
{
if (!m_pressed)
{
m_pressed = true;
m_text.move(0, 1);
}
}
void SpriteButton::release()
{
if (m_pressed)
{
m_pressed = false;
m_text.move(0, -1);
}
}
}