- Button colors are hardwired (for plain text buttons)
*/
-Button::Button(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= 0*/,
+Button::Button(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
// Should we make a local button bitmap here?
}
-Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, SDL_Surface * upImg, Element * parent/*= NULL*/):
+Button::Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, SDL_Surface * upImg, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(upImg), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(false),
// if (upImg == NULL)
// return;
//
-// uint32 width = ((Bitmap *)upImg)->width, height = ((Bitmap *)upImg)->height;
+// uint32_t width = ((Bitmap *)upImg)->width, height = ((Bitmap *)upImg)->height;
//
// buttonUp = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height,
// 32, MASK_R, MASK_G, MASK_B, MASK_A);
// Should we make a local button bitmap here? NO--it's passed in!
}
-Button::Button(uint32 x, uint32 y, SDL_Surface * bU, SDL_Surface * bH/*= NULL*/,
+Button::Button(uint32_t x, uint32_t y, SDL_Surface * bU, SDL_Surface * bH/*= NULL*/,
SDL_Surface * bD/*= NULL*/, Element * parent/*= NULL*/):
Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
extents.h = buttonUp->h;
}
-Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, std::string s, Element * parent/*= NULL*/):
+Button::Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, std::string s, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true),
// Create the button surfaces here...
}
-Button::Button(uint32 x, uint32 y, std::string s, Element * parent/*= NULL*/):
+Button::Button(uint32_t x, uint32_t y, std::string s, Element * parent/*= NULL*/):
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),
MASK_R, MASK_G, MASK_B, MASK_A);
//bleh
-uint8 r1, g1, b1, a1;
+uint8_t 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);
}
}
-void Button::HandleKey(SDLKey key)
+void Button::HandleKey(SDL_Scancode key)
{
}
-void Button::HandleMouseMove(uint32 x, uint32 y)
+void Button::HandleMouseMove(uint32_t x, uint32_t y)
{
if (!visible)
return;
CheckStateAndRedrawIfNeeded();
}
-void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+void Button::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
if (!visible)
return;