// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "BorderImage.h" namespace Urho3D { /// Pushbutton %UI element. class URHO3D_API Button : public BorderImage { OBJECT(Button); public: /// Construct. Button(Context* context); /// Destruct. virtual ~Button(); /// Register object factory. static void RegisterObject(Context* context); /// Perform UI element update. virtual void Update(float timeStep); /// Return UI rendering batches. virtual void GetBatches(PODVector& batches, PODVector& vertexData, const IntRect& currentScissor); /// React to mouse click begin. virtual void OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor); /// React to mouse click end. virtual void OnClickEnd(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor, UIElement* beginElement); /// React to mouse drag motion. virtual void OnDragMove(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor); /// React to a key press. virtual void OnKey(int key, int buttons, int qualifiers); /// Set offset to image rectangle used when pressed. void SetPressedOffset(const IntVector2& offset); /// Set offset to image rectangle used when pressed. void SetPressedOffset(int x, int y); /// Set offset of child elements when pressed. void SetPressedChildOffset(const IntVector2& offset); /// Set offset of child elements when pressed. void SetPressedChildOffset(int x, int y); /// Set repeat properties. Rate 0 (default) disables repeat. void SetRepeat(float delay, float rate); /// Set repeat delay. void SetRepeatDelay(float delay); /// Set repeat rate. void SetRepeatRate(float rate); /// Return pressed image offset. const IntVector2& GetPressedOffset() const { return pressedOffset_; } /// Return offset of child elements when pressed. const IntVector2& GetPressedChildOffset() const { return pressedChildOffset_; } /// Return repeat delay. float GetRepeatDelay() const { return repeatDelay_; } /// Return repeat rate. float GetRepeatRate() const { return repeatRate_; } /// Return whether is currently pressed. bool IsPressed() const { return pressed_; } protected: /// Set new pressed state. void SetPressed(bool enable); /// Pressed image offset. IntVector2 pressedOffset_; /// Pressed label offset. IntVector2 pressedChildOffset_; /// Repeat delay. float repeatDelay_; /// Repeat rate. float repeatRate_; /// Repeat timer. float repeatTimer_; /// Current pressed state. bool pressed_; }; }