Danbias/Code/Game/GameClient/GameClientState/Buttons/ButtonEllipse.h

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//////////////////////////////////////
// Created by Pontus Fransson 2014 //
//////////////////////////////////////
#ifndef DANBIAS_CLIENT_BUTTON_CIRCLE_H
#define DANBIAS_CLIENT_BUTTON_CIRCLE_H
#include "EventButtonGUI.h"
//Only for testing because we don't have any other input
#include "../WindowManager/WindowShell.h"
namespace DanBias
{
namespace Client
{
template <typename Owner>
class ButtonEllipse : public EventButtonGUI<Owner>
{
public:
ButtonEllipse()
: EventButtonGUI(), radius(0)
{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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{}
virtual ~ButtonEllipse()
{}
//Circle vs point collision
bool Collision(Oyster::Event::MouseInput& input)
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{
//Should come from the InputClass
float xMouse = input.x, yMouse = input.y;
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double normx = (xMouse - pos.x) / size.x;
double normy = (yMouse - pos.y) / size.y;
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return (normx * normx + normy * normy) < 0.25;
}
protected:
};
}
}
#endif