// // Copyright (c) 2008-2020 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 "../UI/BorderImage.h" namespace Urho3D { /// Push button %UI element. class URHO3D_API Button : public BorderImage { URHO3D_OBJECT(Button, BorderImage); public: /// Construct. explicit Button(Context* context); /// Destruct. ~Button() override; /// Register object factory. static void RegisterObject(Context* context); /// Perform UI element update. void Update(float timeStep) override; /// Return UI rendering batches. void GetBatches(PODVector& batches, PODVector& vertexData, const IntRect& currentScissor) override; /// React to mouse click begin. void OnClickBegin (const IntVector2& position, const IntVector2& screenPosition, MouseButton button, MouseButtonFlags buttons, QualifierFlags qualifiers, Cursor* cursor) override; /// React to mouse click end. void OnClickEnd (const IntVector2& position, const IntVector2& screenPosition, MouseButton button, MouseButtonFlags buttons, QualifierFlags qualifiers, Cursor* cursor, UIElement* beginElement) override; /// React to mouse drag motion. void OnDragMove (const IntVector2& position, const IntVector2& screenPosition, const IntVector2& deltaPos, MouseButtonFlags buttons, QualifierFlags qualifiers, Cursor* cursor) override; /// React to a key press. void OnKey(Key key, MouseButtonFlags buttons, QualifierFlags qualifiers) override; /// Set offset to image rectangle used when pressed. /// @property 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. /// @property 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. /// @property void SetRepeatDelay(float delay); /// Set repeat rate. /// @property void SetRepeatRate(float rate); /// Return pressed image offset. /// @property const IntVector2& GetPressedOffset() const { return pressedOffset_; } /// Return offset of child elements when pressed. /// @property const IntVector2& GetPressedChildOffset() const { return pressedChildOffset_; } /// Return repeat delay. /// @property float GetRepeatDelay() const { return repeatDelay_; } /// Return repeat rate. /// @property float GetRepeatRate() const { return repeatRate_; } /// Return whether is currently pressed. /// @property 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_; }; }