Files
IAEngine/Engine/Src/Imp/CPP/Components/UIButtonComponent.cpp
Isuru Samarathunga 86ed9346aa Optimized Renderer
2025-10-21 10:44:11 +05:30

65 lines
2.1 KiB
C++

// 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 <https://www.gnu.org/licenses/>.
#include <IAEngine/Components/UIButtonComponent.hpp>
#include <IAEngine/Engine.hpp>
#include <IAEngine/Nodes/UINode.hpp>
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