Team Fortress 2 Source Code as on 22/4/2020
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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