#define MASK_A 0xFF000000
#endif
+// Debugging...
+//#define DEBUG_GUI_BUTTON
+#ifdef DEBUG_GUI_BUTTON
+#include "log.h"
+#endif
+
//
// Button class implementation
//
}
Button::Button(uint32 x, uint32 y, std::string s, Element * parent/*= NULL*/):
- Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
+ Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xCF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true),
activatedSave(false), clickedSave(false), insideSave(false)
buttonHover = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
+//bleh
+uint8 r1, g1, b1, a1;
+SDL_GetRGBA(fgColor, screen->format, &r1, &g1, &b1, &a1);
+fgColor = SDL_MapRGBA(buttonUp->format, r1, g1, b1, a1);
+SDL_GetRGBA(bgColor, screen->format, &r1, &g1, &b1, &a1);
+bgColor = SDL_MapRGBA(buttonUp->format, r1, g1, b1, a1);
+fgColorHL = SDL_MapRGBA(buttonUp->format, 0xFF, 0xFF, 0xFF, 0xFF);
+bgColorHL = SDL_MapRGBA(buttonUp->format, 0x4F, 0xFF, 0x4F, 0xFF);
+//helb
+
// Need to create backgrounds before we do this stuff...
SDL_FillRect(buttonUp, NULL, bgColor);
SDL_FillRect(buttonDown, NULL, fgColor);
- SDL_FillRect(buttonHover, NULL, bgColor);
+ SDL_FillRect(buttonHover, NULL, bgColorHL);
DrawStringTrans(buttonUp, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonDown, GetFontWidth(), 0, fgColor, s.c_str());
- DrawStringTrans(buttonHover, GetFontWidth(), 0, fgColor, s.c_str());
+ DrawStringTrans(buttonHover, GetFontWidth(), 0, fgColorHL, s.c_str());
+
+#ifdef DEBUG_GUI_BUTTON
+ WriteLog("Button::Button()...\n");
+ WriteLog("\tbuttonUp w/h = %u/%u\n", buttonUp->w, buttonUp->h);
+ WriteLog("\tbuttonDown w/h = %u/%u\n", buttonDown->w, buttonDown->h);
+ WriteLog("\tbuttonHover w/h = %u/%u\n", buttonHover->w, buttonHover->h);
+#endif
}
Button::~Button()
void Button::Draw(void)
{
+#ifdef DEBUG_GUI_BUTTON
+ WriteLog("Button::Draw()...\n");
+#endif
if (buttonUp == NULL)
return; // Bail out if no surface was created...
picToShow = buttonDown;
SDL_Rect rect = GetScreenCoords();
+#ifdef DEBUG_GUI_BUTTON
+ WriteLog(" coords: x=%u, y=%u\n", rect.x, rect.y);
+ WriteLog(" picToShow=%08X\n", picToShow);
+#endif
//Need to do coverage list blitting here, to avoid unnecessary drawing when doing mouseovers
//Also, need to add suport in Gui()...
SDL_BlitSurface(picToShow, NULL, screen, &rect); // This handles alpha blending too! :-D
+#ifdef DEBUG_GUI_BUTTON
+ WriteLog(" width: w=%u, h=%u\n", rect.w, rect.h);
+#endif
needToRefreshScreen = true;
+
+#ifdef DEBUG_GUI_BUTTON
+// SDL_FillRect(screen, &extents, fgColor);
+#endif
}
void Button::Notify(Element *)