2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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//////////////
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// Includes //
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//////////////
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// Misc.
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// Net.
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// 3D Interface.
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_text_context.h"
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// Client.
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#include "button.h"
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#include "interfaces_manager.h"
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///////////
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// Using //
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///////////
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using namespace std;
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using namespace NL3D;
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/////////////
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// Externs //
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/////////////
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extern UDriver *Driver;
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extern UTextContext *TextContext;
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/////////////
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// Globals //
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/////////////
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///////////////
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// Functions //
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///////////////
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//-----------------------------------------------
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// CButton :
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// Constructor.
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//-----------------------------------------------
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CButton::CButton(uint id)
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: CControl(id)
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{
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init(0, 0, 0);
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}// CButton //
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//-----------------------------------------------
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// CButton :
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// Constructor.
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//-----------------------------------------------
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CButton::CButton(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint numFuncOn, uint numFuncR, uint numFuncD, const CButtonBase &buttonBase)
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: CControl(id, x, y, x_pixel, y_pixel, w, h, w_pixel, h_pixel), CButtonBase(buttonBase)
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{
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init(numFuncOn, numFuncR, numFuncD);
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}// CButton //
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//-----------------------------------------------
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// CButton :
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// Constructor.
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//-----------------------------------------------
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CButton::CButton(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint numFuncOn, uint numFuncR, uint numFuncD, CRGBA on, CRGBA off, CRGBA disable)
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: CControl(id, x, y, x_pixel, y_pixel, w, h, w_pixel, h_pixel), CButtonBase(on, off, disable)
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{
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init(numFuncOn, numFuncR, numFuncD);
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}// CButton //
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//-----------------------------------------------
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// init :
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// Initialize the button (1 function called for all constructors -> easier).
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//-----------------------------------------------
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void CButton::init(uint numFuncOn, uint numFuncR, uint numFuncD)
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{
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_NumFuncOn = numFuncOn;
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_NumFuncRightClick = numFuncR;
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_NumFuncDbleClick = numFuncD;
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_State = released;
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_Text.clear();
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}// init //
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//-----------------------------------------------
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// pen :
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// Set the Pen to use for the Text of the button.
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//-----------------------------------------------
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void CButton::pen(const CPen &pen)
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{
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_Pen = pen;
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}// pen //
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//-----------------------------------------------
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// unSelect :
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// unselect the button.
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//-----------------------------------------------
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void CButton::unSelect()
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{
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CButtonBase::unSelect();
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_State = released;
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}// push //
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//-----------------------------------------------
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// display :
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// Display the Button.
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//-----------------------------------------------
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void CButton::display()
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{
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// If the control is hide -> return
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if(!_Show)
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return;
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TBG mode;
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uint texture;
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CRGBA color;
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if(_Enable)
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{
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if(_On)
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{
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mode = _BGModeOn;
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texture = _TextureOn;
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color = _ColorOn;
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}
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else
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{
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mode = _BGModeOff;
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texture = _TextureOff;
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color = _ColorOff;
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}
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}
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else
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{
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mode = _BGModeDisable;
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texture = _TextureDisable;
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color = _ColorDisable;
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}
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switch(mode)
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{
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case BG_plain:
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Driver->drawQuad(_X_Display, _Y_Display, _X_Display+_W_Display, _Y_Display+_H_Display, color);
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break;
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case BG_stretch:
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{
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UTextureFile *utexture = CInterfMngr::getTexture(texture);
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if(utexture)
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{
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Driver->drawBitmap(_X_Display, _Y_Display, _W_Display, _H_Display, *utexture, true, color);
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}
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else
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{
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// Draw a quad
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Driver->drawQuad(_X_Display, _Y_Display, _X_Display+_W_Display, _Y_Display+_H_Display, CRGBA(255,0,255));
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// Draw the debug msg.
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TextContext->setShaded(true);
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TextContext->setFontSize(10);
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TextContext->setColor(CRGBA(255,255,255));
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TextContext->setHotSpot(UTextContext::BottomLeft);
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TextContext->printfAt(_X_Display, _Y_Display, "%d Miss", texture);
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}
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}
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break;
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}
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// Display the Text of the Button.
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if(!_Text.empty())
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{
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TextContext->setShaded(_Pen.shadow());
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TextContext->setFontSize(_Pen.fontSize());
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TextContext->setColor(_Pen.color());
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TextContext->setHotSpot(UTextContext::MiddleMiddle);
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TextContext->printAt(_X_Display+_W_Display/2, _Y_Display+_H_Display/2, _Text);
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}
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}// display //
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//-----------------------------------------------
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// click :
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// Manage the click of the mouse for the Button.
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//-----------------------------------------------
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void CButton::click(float x, float y, bool &taken)
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{
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// If the button is enabled and taken is false
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if(_Enable && (!taken) )
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{
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// test click ccordinates
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if(x>=_X_Display && x<=(_X_Display+_W_Display) && y>=_Y_Display && y<=(_Y_Display+_H_Display))
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{
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/// \todo Malkav: TO DO : SIMULATE DOUBLE CLICK !!!!!!! SHOULD MAKE A REAL DOUBLE CLICK EVENT
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if ( (_State == left_clicked) && (_NumFuncDbleClick != 0) )
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{
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CButtonBase::select();
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_State = double_clicked;
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CInterfMngr::runFuncCtrl(_NumFuncDbleClick, id());
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taken = true;
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}
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else if (_NumFuncOn != 0)
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{
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CButtonBase::select();
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_State = left_clicked;
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CInterfMngr::runFuncCtrl(_NumFuncOn, id());
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taken = true;
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}
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}
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}
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}// click //
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//-----------------------------------------------
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// click :
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// Manage the click of the mouse for the Button.
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//-----------------------------------------------
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void CButton::clickRight(float x, float y, bool &taken)
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{
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// If the button is enabled and taken is false
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if(_Enable && (!taken) && (_NumFuncRightClick != 0) )
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{
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// test click ccordinates
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if(x>=_X_Display && x<=(_X_Display+_W_Display) && y>=_Y_Display && y<=(_Y_Display+_H_Display))
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{
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CButtonBase::select();
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_State = right_clicked;
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CInterfMngr::runFuncCtrl(_NumFuncRightClick, id());
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taken = true;
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}
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}
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}// click //
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