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