mirror of
https://github.com/nillerusr/source-engine.git
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1098 lines
32 KiB
C++
1098 lines
32 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Basic button control
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//
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// $NoKeywords: $
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//=============================================================================//
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#include <stdio.h>
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#include <utlsymbol.h>
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#include <vgui/IBorder.h>
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#include <vgui/IInput.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui/IVGui.h>
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#include <vgui/MouseCode.h>
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#include <vgui/KeyCode.h>
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#include <KeyValues.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/FocusNavGroup.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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using namespace vgui;
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// global list of all the names of all the sounds played by buttons
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CUtlSymbolTable g_ButtonSoundNames;
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DECLARE_BUILD_FACTORY_DEFAULT_TEXT( Button, Button );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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Button::Button(Panel *parent, const char *panelName, const char *text, Panel *pActionSignalTarget, const char *pCmd ) : Label(parent, panelName, text)
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{
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Init();
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if ( pActionSignalTarget && pCmd )
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{
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AddActionSignalTarget( pActionSignalTarget );
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SetCommand( pCmd );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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Button::Button(Panel *parent, const char *panelName, const wchar_t *wszText, Panel *pActionSignalTarget, const char *pCmd ) : Label(parent, panelName, wszText)
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{
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Init();
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if ( pActionSignalTarget && pCmd )
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{
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AddActionSignalTarget( pActionSignalTarget );
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SetCommand( pCmd );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Button::Init()
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{
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_buttonFlags.SetFlag( USE_CAPTURE_MOUSE | BUTTON_BORDER_ENABLED );
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_mouseClickMask = 0;
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_actionMessage = NULL;
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_defaultBorder = NULL;
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_depressedBorder = NULL;
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_keyFocusBorder = NULL;
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m_bSelectionStateSaved = false;
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m_bStaySelectedOnClick = false;
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m_bStaySelectedOnClick = false;
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m_sArmedSoundName = UTL_INVAL_SYMBOL;
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m_sDepressedSoundName = UTL_INVAL_SYMBOL;
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m_sReleasedSoundName = UTL_INVAL_SYMBOL;
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SetTextInset(6, 0);
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SetMouseClickEnabled( MOUSE_LEFT, true );
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SetButtonActivationType(ACTIVATE_ONPRESSEDANDRELEASED);
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// labels have this off by default, but we need it on
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SetPaintBackgroundEnabled( true );
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_paint = true;
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REGISTER_COLOR_AS_OVERRIDABLE( _defaultFgColor, "defaultFgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _defaultBgColor, "defaultBgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _armedFgColor, "armedFgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _armedBgColor, "armedBgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _depressedFgColor, "depressedFgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _depressedBgColor, "depressedBgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _selectedFgColor, "selectedFgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _selectedBgColor, "selectedBgColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _keyboardFocusColor, "keyboardFocusColor_override" );
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REGISTER_COLOR_AS_OVERRIDABLE( _blinkFgColor, "blinkFgColor_override" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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Button::~Button()
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{
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if (_actionMessage)
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{
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_actionMessage->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Button::SetButtonActivationType(ActivationType_t activationType)
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{
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_activationType = activationType;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set button border attribute enabled.
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//-----------------------------------------------------------------------------
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void Button::SetButtonBorderEnabled( bool state )
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{
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if ( state != _buttonFlags.IsFlagSet( BUTTON_BORDER_ENABLED ) )
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{
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_buttonFlags.SetFlag( BUTTON_BORDER_ENABLED, state );
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set button selected state.
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//-----------------------------------------------------------------------------
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void Button::SetSelected( bool state )
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{
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if ( _buttonFlags.IsFlagSet( SELECTED ) != state )
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{
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_buttonFlags.SetFlag( SELECTED, state );
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RecalculateDepressedState();
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InvalidateLayout(false);
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}
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if ( !m_bStayArmedOnClick && state && _buttonFlags.IsFlagSet( ARMED ) )
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{
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_buttonFlags.SetFlag( ARMED, false );
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InvalidateLayout(false);
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}
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}
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void Button::SetBlink( bool state )
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{
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if ( _buttonFlags.IsFlagSet( BLINK ) != state )
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{
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_buttonFlags.SetFlag( BLINK, state );
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RecalculateDepressedState();
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set button force depressed state.
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//-----------------------------------------------------------------------------
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void Button::ForceDepressed(bool state)
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{
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if ( _buttonFlags.IsFlagSet( FORCE_DEPRESSED ) != state )
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{
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_buttonFlags.SetFlag( FORCE_DEPRESSED, state );
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RecalculateDepressedState();
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set button depressed state with respect to the force depressed state.
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//-----------------------------------------------------------------------------
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void Button::RecalculateDepressedState( void )
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{
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bool newState;
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if (!IsEnabled())
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{
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newState = false;
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}
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else
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{
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if ( m_bStaySelectedOnClick && _buttonFlags.IsFlagSet( SELECTED ) )
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{
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newState = false;
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}
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else
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{
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newState = _buttonFlags.IsFlagSet( FORCE_DEPRESSED ) ? true : (_buttonFlags.IsFlagSet(ARMED) && _buttonFlags.IsFlagSet( SELECTED ) );
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}
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}
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_buttonFlags.SetFlag( DEPRESSED, newState );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets whether or not the button captures all mouse input when depressed
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// Defaults to true
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// Should be set to false for things like menu items where there is a higher-level mouse capture
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//-----------------------------------------------------------------------------
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void Button::SetUseCaptureMouse( bool state )
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{
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_buttonFlags.SetFlag( USE_CAPTURE_MOUSE, state );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check if mouse capture is enabled.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool Button::IsUseCaptureMouseEnabled( void )
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{
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return _buttonFlags.IsFlagSet( USE_CAPTURE_MOUSE );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set armed state.
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//-----------------------------------------------------------------------------
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void Button::SetArmed(bool state)
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{
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if ( _buttonFlags.IsFlagSet( ARMED ) != state )
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{
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_buttonFlags.SetFlag( ARMED, state );
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RecalculateDepressedState();
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InvalidateLayout(false);
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// play any sounds specified
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if (state && m_sArmedSoundName != UTL_INVAL_SYMBOL)
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{
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surface()->PlaySound(g_ButtonSoundNames.String(m_sArmedSoundName));
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check armed state
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//-----------------------------------------------------------------------------
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bool Button::IsArmed()
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{
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return _buttonFlags.IsFlagSet( ARMED );
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}
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KeyValues *Button::GetActionMessage()
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{
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return _actionMessage->MakeCopy();
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}
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void Button::PlayButtonReleasedSound()
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{
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// check for playing a transition sound
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if ( m_sReleasedSoundName != UTL_INVAL_SYMBOL )
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{
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surface()->PlaySound( g_ButtonSoundNames.String( m_sReleasedSoundName ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Activate a button click.
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//-----------------------------------------------------------------------------
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void Button::DoClick()
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{
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SetSelected(true);
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FireActionSignal();
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PlayButtonReleasedSound();
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static ConVarRef vgui_nav_lock( "vgui_nav_lock" );
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if ( ( !vgui_nav_lock.IsValid() || vgui_nav_lock.GetInt() == 0 ) && NavigateActivate() )
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{
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vgui_nav_lock.SetValue( 1 );
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}
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if ( !m_bStaySelectedOnClick )
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{
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SetSelected(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check selected state
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//-----------------------------------------------------------------------------
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bool Button::IsSelected()
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{
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return _buttonFlags.IsFlagSet( SELECTED );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check depressed state
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//-----------------------------------------------------------------------------
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bool Button::IsDepressed()
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{
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return _buttonFlags.IsFlagSet( DEPRESSED );
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}
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bool Button::IsBlinking( void )
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{
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return _buttonFlags.IsFlagSet( BLINK );
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}
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//-----------------------------------------------------------------------------
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// Drawing focus box?
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//-----------------------------------------------------------------------------
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bool Button::IsDrawingFocusBox()
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{
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return _buttonFlags.IsFlagSet( DRAW_FOCUS_BOX );
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}
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void Button::DrawFocusBox( bool bEnable )
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{
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_buttonFlags.SetFlag( DRAW_FOCUS_BOX, bEnable );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Button::NavigateTo()
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{
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BaseClass::NavigateTo();
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SetArmed( true );
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if ( IsPC() )
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{
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RequestFocus( 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Button::NavigateFrom()
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{
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BaseClass::NavigateFrom();
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SetArmed( false );
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OnKeyCodeReleased( KEY_XBUTTON_A );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Paint button on screen
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//-----------------------------------------------------------------------------
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void Button::Paint(void)
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{
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if ( !ShouldPaint() )
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return;
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BaseClass::Paint();
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if ( HasFocus() && IsEnabled() && IsDrawingFocusBox() )
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{
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int x0, y0, x1, y1;
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int wide, tall;
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GetSize(wide, tall);
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x0 = 3, y0 = 3, x1 = wide - 4 , y1 = tall - 2;
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DrawFocusBorder(x0, y0, x1, y1);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Perform graphical layout of button.
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//-----------------------------------------------------------------------------
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void Button::PerformLayout()
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{
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// reset our border
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SetBorder( GetBorder(_buttonFlags.IsFlagSet( DEPRESSED ), _buttonFlags.IsFlagSet( ARMED ), _buttonFlags.IsFlagSet( SELECTED ), HasFocus() ) );
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// set our color
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SetFgColor(GetButtonFgColor());
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SetBgColor(GetButtonBgColor());
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BaseClass::PerformLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get button foreground color
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// Output : Color
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//-----------------------------------------------------------------------------
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Color Button::GetButtonFgColor()
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{
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if ( !_buttonFlags.IsFlagSet( BLINK ) )
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{
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if (_buttonFlags.IsFlagSet( DEPRESSED ))
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return _depressedFgColor;
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if (_buttonFlags.IsFlagSet( ARMED ))
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return _armedFgColor;
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if (_buttonFlags.IsFlagSet( SELECTED))
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return _selectedFgColor;
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return _defaultFgColor;
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}
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Color cBlendedColor;
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if (_buttonFlags.IsFlagSet( DEPRESSED ))
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cBlendedColor = _depressedFgColor;
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else if (_buttonFlags.IsFlagSet( ARMED ))
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cBlendedColor = _armedFgColor;
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else if (_buttonFlags.IsFlagSet( SELECTED ))
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cBlendedColor = _selectedFgColor;
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else
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cBlendedColor = _defaultFgColor;
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float fBlink = ( sinf( system()->GetTimeMillis() * 0.01f ) + 1.0f ) * 0.5f;
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if ( _buttonFlags.IsFlagSet( BLINK ) )
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{
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cBlendedColor[ 0 ] = (float)cBlendedColor[ 0 ] * fBlink + (float)_blinkFgColor[ 0 ] * ( 1.0f - fBlink );
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cBlendedColor[ 1 ] = (float)cBlendedColor[ 1 ] * fBlink + (float)_blinkFgColor[ 1 ] * ( 1.0f - fBlink );
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cBlendedColor[ 2 ] = (float)cBlendedColor[ 2 ] * fBlink + (float)_blinkFgColor[ 2 ] * ( 1.0f - fBlink );
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cBlendedColor[ 3 ] = (float)cBlendedColor[ 3 ] * fBlink + (float)_blinkFgColor[ 3 ] * ( 1.0f - fBlink );
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}
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return cBlendedColor;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get button background color
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//-----------------------------------------------------------------------------
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Color Button::GetButtonBgColor()
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{
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if (_buttonFlags.IsFlagSet( DEPRESSED ))
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return _depressedBgColor;
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if (_buttonFlags.IsFlagSet( ARMED ))
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return _armedBgColor;
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if (_buttonFlags.IsFlagSet( SELECTED ))
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return _selectedBgColor;
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return _defaultBgColor;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when key focus is received
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//-----------------------------------------------------------------------------
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void Button::OnSetFocus()
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{
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InvalidateLayout(false);
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BaseClass::OnSetFocus();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Respond when focus is killed
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//-----------------------------------------------------------------------------
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void Button::OnKillFocus()
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{
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InvalidateLayout(false);
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BaseClass::OnKillFocus();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Button::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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// get the borders we need
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_defaultBorder = pScheme->GetBorder("ButtonBorder");
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_depressedBorder = pScheme->GetBorder("ButtonDepressedBorder");
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_keyFocusBorder = pScheme->GetBorder("ButtonKeyFocusBorder");
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_defaultFgColor = GetSchemeColor("Button.TextColor", Color(255, 255, 255, 255), pScheme);
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_defaultBgColor = GetSchemeColor("Button.BgColor", Color(0, 0, 0, 255), pScheme);
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_armedFgColor = GetSchemeColor("Button.ArmedTextColor", _defaultFgColor, pScheme);
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_armedBgColor = GetSchemeColor("Button.ArmedBgColor", _defaultBgColor, pScheme);
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_selectedFgColor = GetSchemeColor("Button.SelectedTextColor", _selectedFgColor, pScheme);
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_selectedBgColor = GetSchemeColor("Button.SelectedBgColor", _selectedBgColor, pScheme);
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_depressedFgColor = GetSchemeColor("Button.DepressedTextColor", _defaultFgColor, pScheme);
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_depressedBgColor = GetSchemeColor("Button.DepressedBgColor", _defaultBgColor, pScheme);
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_keyboardFocusColor = GetSchemeColor("Button.FocusBorderColor", Color(0,0,0,255), pScheme);
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_blinkFgColor = GetSchemeColor("Button.BlinkColor", Color(255, 155, 0, 255), pScheme);
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set default button colors.
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//-----------------------------------------------------------------------------
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void Button::SetDefaultColor(Color fgColor, Color bgColor)
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{
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if (!(_defaultFgColor == fgColor && _defaultBgColor == bgColor))
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{
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_defaultFgColor = fgColor;
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_defaultBgColor = bgColor;
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set armed button colors
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//-----------------------------------------------------------------------------
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void Button::SetArmedColor(Color fgColor, Color bgColor)
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{
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if (!(_armedFgColor == fgColor && _armedBgColor == bgColor))
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{
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_armedFgColor = fgColor;
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_armedBgColor = bgColor;
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set armed button colors
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//-----------------------------------------------------------------------------
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void Button::SetSelectedColor(Color fgColor, Color bgColor)
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{
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if (!(_selectedFgColor == fgColor && _selectedBgColor == bgColor))
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{
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_selectedFgColor = fgColor;
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_selectedBgColor = bgColor;
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set depressed button colors
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//-----------------------------------------------------------------------------
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void Button::SetDepressedColor(Color fgColor, Color bgColor)
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{
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if (!(_depressedFgColor == fgColor && _depressedBgColor == bgColor))
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{
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_depressedFgColor = fgColor;
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_depressedBgColor = bgColor;
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set blink button color
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//-----------------------------------------------------------------------------
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void Button::SetBlinkColor(Color fgColor)
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{
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if (!(_blinkFgColor == fgColor))
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{
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_blinkFgColor = fgColor;
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InvalidateLayout(false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set default button border attributes.
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//-----------------------------------------------------------------------------
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void Button::SetDefaultBorder(IBorder *border)
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{
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_defaultBorder = border;
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InvalidateLayout(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set depressed button border attributes.
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//-----------------------------------------------------------------------------
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void Button::SetDepressedBorder(IBorder *border)
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{
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_depressedBorder = border;
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InvalidateLayout(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set key focus button border attributes.
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetKeyFocusBorder(IBorder *border)
|
|
{
|
|
_keyFocusBorder = border;
|
|
InvalidateLayout(false);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get button border attributes.
|
|
//-----------------------------------------------------------------------------
|
|
IBorder *Button::GetBorder(bool depressed, bool armed, bool selected, bool keyfocus)
|
|
{
|
|
if ( _buttonFlags.IsFlagSet( BUTTON_BORDER_ENABLED ) )
|
|
{
|
|
// raised buttons with no armed state
|
|
if (depressed)
|
|
return _depressedBorder;
|
|
if (keyfocus)
|
|
return _keyFocusBorder;
|
|
if (IsEnabled() && _buttonFlags.IsFlagSet( DEFAULT_BUTTON ))
|
|
return _keyFocusBorder;
|
|
return _defaultBorder;
|
|
}
|
|
else
|
|
{
|
|
// flat buttons that raise
|
|
if (depressed)
|
|
return _depressedBorder;
|
|
if (armed)
|
|
return _defaultBorder;
|
|
}
|
|
|
|
return _defaultBorder;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets this button to be the button that is accessed by default
|
|
// when the user hits ENTER or SPACE
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetAsCurrentDefaultButton(int state)
|
|
{
|
|
if ( _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) != (bool)state )
|
|
{
|
|
_buttonFlags.SetFlag( DEFAULT_BUTTON, state );
|
|
if (state)
|
|
{
|
|
// post a message up notifying our nav group that we're now the default button
|
|
KeyValues *msg = new KeyValues( "CurrentDefaultButtonSet" );
|
|
msg->SetInt( "button", ToHandle() );
|
|
CallParentFunction( msg );
|
|
}
|
|
|
|
InvalidateLayout();
|
|
Repaint();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets this button to be the button that is accessed by default
|
|
// when the user hits ENTER or SPACE
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetAsDefaultButton(int state)
|
|
{
|
|
if ( _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) != (bool)state )
|
|
{
|
|
_buttonFlags.SetFlag( DEFAULT_BUTTON, state );
|
|
if (state)
|
|
{
|
|
// post a message up notifying our nav group that we're now the default button
|
|
KeyValues *msg = new KeyValues( "DefaultButtonSet" );
|
|
msg->SetInt( "button", ToHandle() );
|
|
CallParentFunction( msg );
|
|
}
|
|
|
|
InvalidateLayout();
|
|
Repaint();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets rollover sound
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetArmedSound(const char *sound)
|
|
{
|
|
if (sound)
|
|
{
|
|
m_sArmedSoundName = g_ButtonSoundNames.AddString(sound);
|
|
}
|
|
else
|
|
{
|
|
m_sArmedSoundName = UTL_INVAL_SYMBOL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetDepressedSound(const char *sound)
|
|
{
|
|
if (sound)
|
|
{
|
|
m_sDepressedSoundName = g_ButtonSoundNames.AddString(sound);
|
|
}
|
|
else
|
|
{
|
|
m_sDepressedSoundName = UTL_INVAL_SYMBOL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetReleasedSound(const char *sound)
|
|
{
|
|
if (sound)
|
|
{
|
|
m_sReleasedSoundName = g_ButtonSoundNames.AddString(sound);
|
|
}
|
|
else
|
|
{
|
|
m_sReleasedSoundName = UTL_INVAL_SYMBOL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set button to be mouse clickable or not.
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetMouseClickEnabled(MouseCode code,bool state)
|
|
{
|
|
if(state)
|
|
{
|
|
//set bit to 1
|
|
_mouseClickMask|=1<<((int)(code+1));
|
|
}
|
|
else
|
|
{
|
|
//set bit to 0
|
|
_mouseClickMask&=~(1<<((int)(code+1)));
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check if button is mouse clickable
|
|
//-----------------------------------------------------------------------------
|
|
bool Button::IsMouseClickEnabled(MouseCode code)
|
|
{
|
|
if(_mouseClickMask&(1<<((int)(code+1))))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets the command to send when the button is pressed
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetCommand( const char *command )
|
|
{
|
|
SetCommand(new KeyValues("Command", "command", command));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets the message to send when the button is pressed
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SetCommand( KeyValues *message )
|
|
{
|
|
// delete the old message
|
|
if (_actionMessage)
|
|
{
|
|
_actionMessage->deleteThis();
|
|
}
|
|
|
|
_actionMessage = message;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Peeks at the message to send when button is pressed
|
|
// Input : -
|
|
// Output : KeyValues
|
|
//-----------------------------------------------------------------------------
|
|
KeyValues *Button::GetCommand()
|
|
{
|
|
return _actionMessage;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Message targets that the button has been pressed
|
|
//-----------------------------------------------------------------------------
|
|
void Button::FireActionSignal()
|
|
{
|
|
// message-based action signal
|
|
if (_actionMessage)
|
|
{
|
|
// see if it's a url
|
|
if (!stricmp(_actionMessage->GetName(), "command")
|
|
&& !strnicmp(_actionMessage->GetString("command", ""), "url ", strlen("url "))
|
|
&& strstr(_actionMessage->GetString("command", ""), "://"))
|
|
{
|
|
// it's a command to launch a url, run it
|
|
system()->ShellExecute("open", _actionMessage->GetString("command", " ") + 4);
|
|
}
|
|
PostActionSignal(_actionMessage->MakeCopy());
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: gets info about the button
|
|
//-----------------------------------------------------------------------------
|
|
bool Button::RequestInfo(KeyValues *outputData)
|
|
{
|
|
if (!stricmp(outputData->GetName(), "CanBeDefaultButton"))
|
|
{
|
|
outputData->SetInt("result", CanBeDefaultButton() ? 1 : 0);
|
|
return true;
|
|
}
|
|
else if (!stricmp(outputData->GetName(), "GetState"))
|
|
{
|
|
outputData->SetInt("state", IsSelected());
|
|
return true;
|
|
}
|
|
else if ( !stricmp( outputData->GetName(), "GetCommand" ))
|
|
{
|
|
if ( _actionMessage )
|
|
{
|
|
outputData->SetString( "command", _actionMessage->GetString( "command", "" ) );
|
|
}
|
|
else
|
|
{
|
|
outputData->SetString( "command", "" );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
return BaseClass::RequestInfo(outputData);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool Button::CanBeDefaultButton(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get control settings for editing
|
|
//-----------------------------------------------------------------------------
|
|
void Button::GetSettings( KeyValues *outResourceData )
|
|
{
|
|
BaseClass::GetSettings(outResourceData);
|
|
|
|
if (_actionMessage)
|
|
{
|
|
outResourceData->SetString("command", _actionMessage->GetString("command", ""));
|
|
}
|
|
outResourceData->SetInt("default", _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) );
|
|
if ( m_bSelectionStateSaved )
|
|
{
|
|
outResourceData->SetInt( "selected", IsSelected() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::ApplySettings( KeyValues *inResourceData )
|
|
{
|
|
BaseClass::ApplySettings(inResourceData);
|
|
|
|
const char *cmd = inResourceData->GetString("command", "");
|
|
if (*cmd)
|
|
{
|
|
// add in the command
|
|
SetCommand(cmd);
|
|
}
|
|
|
|
// set default button state
|
|
int defaultButton = inResourceData->GetInt("default");
|
|
if (defaultButton && CanBeDefaultButton())
|
|
{
|
|
SetAsDefaultButton(true);
|
|
}
|
|
|
|
// saved selection state
|
|
int iSelected = inResourceData->GetInt( "selected", -1 );
|
|
if ( iSelected != -1 )
|
|
{
|
|
SetSelected( iSelected != 0 );
|
|
m_bSelectionStateSaved = true;
|
|
}
|
|
|
|
m_bStaySelectedOnClick = inResourceData->GetBool( "stayselectedonclick", false );
|
|
m_bStayArmedOnClick = inResourceData->GetBool( "stay_armed_on_click", false );
|
|
|
|
const char *sound = inResourceData->GetString("sound_armed", "");
|
|
if (*sound)
|
|
{
|
|
SetArmedSound(sound);
|
|
}
|
|
sound = inResourceData->GetString("sound_depressed", "");
|
|
if (*sound)
|
|
{
|
|
SetDepressedSound(sound);
|
|
}
|
|
sound = inResourceData->GetString("sound_released", "");
|
|
if (*sound)
|
|
{
|
|
SetReleasedSound(sound);
|
|
}
|
|
|
|
_activationType = (ActivationType_t)inResourceData->GetInt( "button_activation_type", ACTIVATE_ONRELEASED );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Describes editing details
|
|
//-----------------------------------------------------------------------------
|
|
const char *Button::GetDescription( void )
|
|
{
|
|
static char buf[1024];
|
|
Q_snprintf(buf, sizeof(buf), "%s, string command, int default", BaseClass::GetDescription());
|
|
return buf;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnSetState(int state)
|
|
{
|
|
SetSelected((bool)state);
|
|
Repaint();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnCursorEntered()
|
|
{
|
|
if (IsEnabled() && !IsSelected() )
|
|
{
|
|
SetArmed( true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnCursorExited()
|
|
{
|
|
if ( !_buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) && !IsSelected() )
|
|
{
|
|
SetArmed( false );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnMousePressed(MouseCode code)
|
|
{
|
|
if (!IsEnabled())
|
|
return;
|
|
|
|
if (!IsMouseClickEnabled(code))
|
|
return;
|
|
|
|
if (_activationType == ACTIVATE_ONPRESSED)
|
|
{
|
|
if ( IsKeyBoardInputEnabled() )
|
|
{
|
|
RequestFocus();
|
|
}
|
|
DoClick();
|
|
return;
|
|
}
|
|
|
|
// play activation sound
|
|
if (m_sDepressedSoundName != UTL_INVAL_SYMBOL)
|
|
{
|
|
surface()->PlaySound(g_ButtonSoundNames.String(m_sDepressedSoundName));
|
|
}
|
|
|
|
if (IsUseCaptureMouseEnabled() && _activationType == ACTIVATE_ONPRESSEDANDRELEASED)
|
|
{
|
|
{
|
|
if ( IsKeyBoardInputEnabled() )
|
|
{
|
|
RequestFocus();
|
|
}
|
|
SetSelected(true);
|
|
Repaint();
|
|
}
|
|
|
|
// lock mouse input to going to this button
|
|
input()->SetMouseCapture(GetVPanel());
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnMouseDoublePressed(MouseCode code)
|
|
{
|
|
OnMousePressed(code);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnMouseReleased(MouseCode code)
|
|
{
|
|
// ensure mouse capture gets released
|
|
if (IsUseCaptureMouseEnabled())
|
|
{
|
|
input()->SetMouseCapture(NULL);
|
|
}
|
|
|
|
if (_activationType == ACTIVATE_ONPRESSED)
|
|
return;
|
|
|
|
if (!IsMouseClickEnabled(code))
|
|
return;
|
|
|
|
if (!IsSelected() && _activationType == ACTIVATE_ONPRESSEDANDRELEASED)
|
|
return;
|
|
|
|
// it has to be both enabled and (mouse over the button or using a key) to fire
|
|
if ( IsEnabled() && ( GetVPanel() == input()->GetMouseOver() || _buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) ) )
|
|
{
|
|
DoClick();
|
|
}
|
|
else if ( !m_bStaySelectedOnClick )
|
|
{
|
|
SetSelected(false);
|
|
}
|
|
|
|
// make sure the button gets unselected
|
|
Repaint();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnKeyCodePressed(KeyCode code)
|
|
{
|
|
KeyCode localCode = GetBaseButtonCode( code );
|
|
|
|
if( ( localCode == KEY_XBUTTON_A || localCode == STEAMCONTROLLER_A ) && IsEnabled() )
|
|
{
|
|
SetArmed( true );
|
|
_buttonFlags.SetFlag( BUTTON_KEY_DOWN );
|
|
if( _activationType != ACTIVATE_ONRELEASED )
|
|
{
|
|
DoClick();
|
|
}
|
|
}
|
|
else if (code == KEY_SPACE || code == KEY_ENTER)
|
|
{
|
|
SetArmed(true);
|
|
_buttonFlags.SetFlag( BUTTON_KEY_DOWN );
|
|
OnMousePressed(MOUSE_LEFT);
|
|
if (IsUseCaptureMouseEnabled()) // undo the mouse capture since its a fake mouse click!
|
|
{
|
|
input()->SetMouseCapture(NULL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_buttonFlags.ClearFlag( BUTTON_KEY_DOWN );
|
|
BaseClass::OnKeyCodePressed( code );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void Button::OnKeyCodeReleased( KeyCode keycode )
|
|
{
|
|
vgui::KeyCode code = GetBaseButtonCode( keycode );
|
|
|
|
if ( _buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) && ( code == KEY_XBUTTON_A || code == KEY_XBUTTON_START || code == STEAMCONTROLLER_A ) )
|
|
{
|
|
SetArmed( true );
|
|
if( _activationType != ACTIVATE_ONPRESSED )
|
|
{
|
|
DoClick();
|
|
}
|
|
}
|
|
else if (_buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) && (code == KEY_SPACE || code == KEY_ENTER))
|
|
{
|
|
SetArmed(true);
|
|
OnMouseReleased(MOUSE_LEFT);
|
|
}
|
|
else
|
|
{
|
|
BaseClass::OnKeyCodeReleased( keycode );
|
|
}
|
|
_buttonFlags.ClearFlag( BUTTON_KEY_DOWN );
|
|
|
|
if ( !( code == KEY_XSTICK1_UP || code == KEY_XSTICK1_DOWN || code == KEY_XSTICK1_LEFT || code == KEY_XSTICK1_RIGHT ||
|
|
code == KEY_XSTICK2_UP || code == KEY_XSTICK2_DOWN || code == KEY_XSTICK2_LEFT || code == KEY_XSTICK2_RIGHT ||
|
|
code == KEY_XBUTTON_UP || code == KEY_XBUTTON_DOWN || code == KEY_XBUTTON_LEFT || code == KEY_XBUTTON_RIGHT ||
|
|
keycode == KEY_UP|| keycode == KEY_DOWN || keycode == KEY_LEFT || keycode == KEY_RIGHT ) )
|
|
{
|
|
SetArmed( false );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override this to draw different focus border
|
|
//-----------------------------------------------------------------------------
|
|
void Button::DrawFocusBorder(int tx0, int ty0, int tx1, int ty1)
|
|
{
|
|
surface()->DrawSetColor(_keyboardFocusColor);
|
|
DrawDashedLine(tx0, ty0, tx1, ty0+1, 1, 1); // top
|
|
DrawDashedLine(tx0, ty0, tx0+1, ty1, 1, 1); // left
|
|
DrawDashedLine(tx0, ty1-1, tx1, ty1, 1, 1); // bottom
|
|
DrawDashedLine(tx1-1, ty0, tx1, ty1, 1, 1); // right
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Size the object to its button and text. - only works from in ApplySchemeSettings or PerformLayout()
|
|
//-----------------------------------------------------------------------------
|
|
void Button::SizeToContents()
|
|
{
|
|
int wide, tall;
|
|
GetContentSize(wide, tall);
|
|
SetSize(wide + Label::Content, tall + Label::Content);
|
|
}
|