mirror of
https://github.com/nillerusr/source-engine.git
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240 lines
7.4 KiB
C++
240 lines
7.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef BUTTON_H
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#define BUTTON_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui/Dar.h>
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#include <Color.h>
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#include <vgui_controls/Label.h>
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#include "vgui/MouseCode.h"
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namespace vgui
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{
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class Button : public Label
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{
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DECLARE_CLASS_SIMPLE( Button, Label );
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public:
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// You can optionally pass in the panel to send the click message to and the name of the command to send to that panel.
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Button(Panel *parent, const char *panelName, const char *text, Panel *pActionSignalTarget=NULL, const char *pCmd=NULL);
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Button(Panel *parent, const char *panelName, const wchar_t *text, Panel *pActionSignalTarget=NULL, const char *pCmd=NULL);
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~Button();
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private:
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void Init();
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public:
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// Set armed state.
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virtual void SetArmed(bool state);
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// Check armed state
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virtual bool IsArmed( void );
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// Check depressed state
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virtual bool IsDepressed();
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// Set button force depressed state.
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virtual void ForceDepressed(bool state);
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// Set button depressed state with respect to the force depressed state.
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virtual void RecalculateDepressedState( void );
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// Set button selected state.
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virtual void SetSelected(bool state);
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// Check selected state
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virtual bool IsSelected( void );
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virtual void SetBlink(bool state);
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virtual bool IsBlinking( void );
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//Set whether or not the button captures all mouse input when depressed.
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virtual void SetUseCaptureMouse( bool state );
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// Check if mouse capture is enabled.
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virtual bool IsUseCaptureMouseEnabled( void );
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// Activate a button click.
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MESSAGE_FUNC( DoClick, "PressButton" );
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MESSAGE_FUNC( OnHotkey, "Hotkey" )
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{
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DoClick();
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}
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// Set button to be mouse clickable or not.
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virtual void SetMouseClickEnabled( MouseCode code, bool state );
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// Check if button is mouse clickable
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virtual bool IsMouseClickEnabled( MouseCode code );
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// sets the how this button activates
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enum ActivationType_t
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{
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ACTIVATE_ONPRESSEDANDRELEASED, // normal button behaviour
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ACTIVATE_ONPRESSED, // menu buttons, toggle buttons
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ACTIVATE_ONRELEASED, // menu items
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};
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virtual void SetButtonActivationType(ActivationType_t activationType);
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// Message targets that the button has been pressed
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virtual void FireActionSignal( void );
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// Perform graphical layout of button
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virtual void PerformLayout();
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virtual bool RequestInfo(KeyValues *data);
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virtual bool CanBeDefaultButton(void);
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// Set this button to be the button that is accessed by default when the user hits ENTER or SPACE
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MESSAGE_FUNC_INT( SetAsDefaultButton, "SetAsDefaultButton", state );
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// Set this button to be the button that is currently accessed by default when the user hits ENTER or SPACE
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MESSAGE_FUNC_INT( SetAsCurrentDefaultButton, "SetAsCurrentDefaultButton", state );
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// Respond when key focus is received
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virtual void OnSetFocus();
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// Respond when focus is killed
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virtual void OnKillFocus();
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// Set button border attribute enabled, controls display of button.
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virtual void SetButtonBorderEnabled( bool state );
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// Set default button colors.
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virtual void SetDefaultColor(Color fgColor, Color bgColor);
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// Set armed button colors
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virtual void SetArmedColor(Color fgColor, Color bgColor);
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// Set selected button colors
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virtual void SetSelectedColor(Color fgColor, Color bgColor);
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// Set depressed button colors
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virtual void SetDepressedColor(Color fgColor, Color bgColor);
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// Set blink button color
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virtual void SetBlinkColor(Color fgColor);
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// Get button foreground color
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virtual Color GetButtonFgColor();
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// Get button background color
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virtual Color GetButtonBgColor();
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Color GetButtonDefaultFgColor() { return _defaultFgColor; }
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Color GetButtonDefaultBgColor() { return _defaultBgColor; }
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Color GetButtonArmedFgColor() { return _armedFgColor; }
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Color GetButtonArmedBgColor() { return _armedBgColor; }
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Color GetButtonSelectedFgColor() { return _selectedFgColor; }
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Color GetButtonSelectedBgColor() { return _selectedBgColor; }
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Color GetButtonDepressedFgColor() { return _depressedFgColor; }
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Color GetButtonDepressedBgColor() { return _depressedBgColor; }
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// Set default button border attributes.
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virtual void SetDefaultBorder(IBorder *border);
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// Set depressed button border attributes.
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virtual void SetDepressedBorder(IBorder *border);
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// Set key focused button border attributes.
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virtual void SetKeyFocusBorder(IBorder *border);
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// Set the command to send when the button is pressed
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// Set the panel to send the command to with AddActionSignalTarget()
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virtual void SetCommand( const char *command );
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// Set the message to send when the button is pressed
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virtual void SetCommand( KeyValues *message );
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// sound handling
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void SetArmedSound(const char *sound);
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void SetDepressedSound(const char *sound);
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void SetReleasedSound(const char *sound);
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/* CUSTOM MESSAGE HANDLING
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"PressButton" - makes the button act as if it had just been pressed by the user (just like DoClick())
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input: none
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*/
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virtual void OnCursorEntered();
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virtual void OnCursorExited();
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virtual void SizeToContents();
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virtual KeyValues *GetCommand();
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bool IsDrawingFocusBox();
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void DrawFocusBox( bool bEnable );
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bool ShouldPaint(){ return _paint; }
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void SetShouldPaint( bool paint ){ _paint = paint; }
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virtual void ApplySettings( KeyValues *inResourceData );
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virtual void NavigateTo();
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virtual void NavigateFrom();
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protected:
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virtual void DrawFocusBorder(int tx0, int ty0, int tx1, int ty1);
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// Paint button on screen
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virtual void Paint(void);
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// Get button border attributes.
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virtual IBorder *GetBorder(bool depressed, bool armed, bool selected, bool keyfocus);
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virtual void ApplySchemeSettings(IScheme *pScheme);
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MESSAGE_FUNC_INT( OnSetState, "SetState", state );
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virtual void OnMousePressed(MouseCode code);
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virtual void OnMouseDoublePressed(MouseCode code);
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virtual void OnMouseReleased(MouseCode code);
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virtual void OnKeyCodePressed(KeyCode code);
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virtual void OnKeyCodeReleased(KeyCode code);
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// Get control settings for editing
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virtual void GetSettings( KeyValues *outResourceData );
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virtual const char *GetDescription( void );
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KeyValues *GetActionMessage();
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void PlayButtonReleasedSound();
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protected:
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enum ButtonFlags_t
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{
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ARMED = 0x0001,
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DEPRESSED = 0x0002,
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FORCE_DEPRESSED = 0x0004,
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BUTTON_BORDER_ENABLED = 0x0008,
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USE_CAPTURE_MOUSE = 0x0010,
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BUTTON_KEY_DOWN = 0x0020,
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DEFAULT_BUTTON = 0x0040,
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SELECTED = 0x0080,
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DRAW_FOCUS_BOX = 0x0100,
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BLINK = 0x0200,
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ALL_FLAGS = 0xFFFF,
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};
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CUtlFlags< unsigned short > _buttonFlags; // see ButtonFlags_t
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int _mouseClickMask;
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KeyValues *_actionMessage;
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ActivationType_t _activationType;
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IBorder *_defaultBorder;
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IBorder *_depressedBorder;
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IBorder *_keyFocusBorder;
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Color _defaultFgColor, _defaultBgColor;
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Color _armedFgColor, _armedBgColor;
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Color _selectedFgColor, _selectedBgColor;
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Color _depressedFgColor, _depressedBgColor;
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Color _keyboardFocusColor;
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Color _blinkFgColor;
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bool _paint;
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unsigned short m_sArmedSoundName, m_sDepressedSoundName, m_sReleasedSoundName;
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bool m_bSelectionStateSaved;
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bool m_bStaySelectedOnClick;
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bool m_bStayArmedOnClick;
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};
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} // namespace vgui
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#endif // BUTTON_H
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