/usr/include/irrlicht/IGUIButton.h is in libirrlicht-dev 1.8.4+dfsg1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | // Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_GUI_BUTTON_H_INCLUDED__
#define __I_GUI_BUTTON_H_INCLUDED__
#include "IGUIElement.h"
namespace irr
{
namespace video
{
class ITexture;
} // end namespace video
namespace gui
{
class IGUIFont;
class IGUISpriteBank;
enum EGUI_BUTTON_STATE
{
//! The button is not pressed
EGBS_BUTTON_UP=0,
//! The button is currently pressed down
EGBS_BUTTON_DOWN,
//! The mouse cursor is over the button
EGBS_BUTTON_MOUSE_OVER,
//! The mouse cursor is not over the button
EGBS_BUTTON_MOUSE_OFF,
//! The button has the focus
EGBS_BUTTON_FOCUSED,
//! The button doesn't have the focus
EGBS_BUTTON_NOT_FOCUSED,
//! not used, counts the number of enumerated items
EGBS_COUNT
};
//! Names for gui button state icons
const c8* const GUIButtonStateNames[] =
{
"buttonUp",
"buttonDown",
"buttonMouseOver",
"buttonMouseOff",
"buttonFocused",
"buttonNotFocused",
0,
0,
};
//! GUI Button interface.
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
\li EGET_BUTTON_CLICKED
*/
class IGUIButton : public IGUIElement
{
public:
//! constructor
IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
//! Sets another skin independent font.
/** If this is set to zero, the button uses the font of the skin.
\param font: New font to set. */
virtual void setOverrideFont(IGUIFont* font=0) = 0;
//! Gets the override font (if any)
/** \return The override font (may be 0) */
virtual IGUIFont* getOverrideFont(void) const = 0;
//! Get the font which is used right now for drawing
/** Currently this is the override font when one is set and the
font of the active skin otherwise */
virtual IGUIFont* getActiveFont() const = 0;
//! Sets an image which should be displayed on the button when it is in normal state.
/** \param image: Image to be displayed */
virtual void setImage(video::ITexture* image=0) = 0;
//! Sets a background image for the button when it is in normal state.
/** \param image: Texture containing the image to be displayed
\param pos: Position in the texture, where the image is located */
virtual void setImage(video::ITexture* image, const core::rect<s32>& pos) = 0;
//! Sets a background image for the button when it is in pressed state.
/** If no images is specified for the pressed state via
setPressedImage(), this image is also drawn in pressed state.
\param image: Image to be displayed */
virtual void setPressedImage(video::ITexture* image=0) = 0;
//! Sets an image which should be displayed on the button when it is in pressed state.
/** \param image: Texture containing the image to be displayed
\param pos: Position in the texture, where the image is located */
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& pos) = 0;
//! Sets the sprite bank used by the button
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
//! Sets the animated sprite for a specific button state
/** \param index: Number of the sprite within the sprite bank, use -1 for no sprite
\param state: State of the button to set the sprite for
\param index: The sprite number from the current sprite bank
\param color: The color of the sprite
\param loop: True if the animation should loop, false if not
*/
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
video::SColor color=video::SColor(255,255,255,255), bool loop=false) = 0;
//! Sets if the button should behave like a push button.
/** Which means it can be in two states: Normal or Pressed. With a click on the button,
the user can change the state of the button. */
virtual void setIsPushButton(bool isPushButton=true) = 0;
//! Sets the pressed state of the button if this is a pushbutton
virtual void setPressed(bool pressed=true) = 0;
//! Returns if the button is currently pressed
virtual bool isPressed() const = 0;
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
//! Returns if the alpha channel should be used for drawing background images on the button
virtual bool isAlphaChannelUsed() const = 0;
//! Returns whether the button is a push button
virtual bool isPushButton() const = 0;
//! Sets if the button should use the skin to draw its border and button face (default is true)
virtual void setDrawBorder(bool border=true) = 0;
//! Returns if the border and button face are being drawn using the skin
virtual bool isDrawingBorder() const = 0;
//! Sets if the button should scale the button images to fit
virtual void setScaleImage(bool scaleImage=true) = 0;
//! Checks whether the button scales the used images
virtual bool isScalingImage() const = 0;
};
} // end namespace gui
} // end namespace irr
#endif
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