// IAEngine: 2D Game Engine by IA // Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include #include #include namespace ia::iae { UIButtonComponent::UIButtonComponent(IN UINode *node) : UIImageComponent(node) { } VOID UIButtonComponent::Draw() { UIImageComponent::Draw(); if (m_label.length()) { Engine::SetRenderState_FlippedH(false); Engine::SetRenderState_FlippedV(false); Engine::SetRenderState_ColorOverlay(m_labelColor); Engine::SetRenderState_TextureOffset({}); Engine::SetRenderState_CameraRelative(false); Engine::DrawText(m_label, m_node->GetPosition() + m_labelPosition, m_node->GetScale() * m_labelSize, m_node->GetRotation(), 0xFF, 0); } } VOID UIButtonComponent::DebugDraw() { } VOID UIButtonComponent::Update() { if (Engine::Input_IsPointerDown(m_node->GetPosition(), m_node->GetPosition() + DrawnSize())) { if (m_onDownCallback) m_onDownCallback(); } if (Engine::Input_DidPointerClick(m_node->GetPosition(), m_node->GetPosition() + DrawnSize())) { if (m_onClickCallback) m_onClickCallback(); } } VOID UIButtonComponent::FixedUpdate() { } } // namespace ia::iae