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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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.
- //
- #ifndef UI_BUTTON_H
- #define UI_BUTTON_H
- #include "BorderImage.h"
- //! An image that reacts to mouse presses
- class Button : public BorderImage
- {
- DEFINE_TYPE(Button);
-
- public:
- //! Construct with name
- Button(const std::string& name = std::string());
- //! Destruct
- virtual ~Button();
-
- //! Set UI element style from XML data
- virtual void setStyle(const XMLElement& element, ResourceCache* cache);
- //! Perform UI element update
- virtual void update(float timeStep);
- //! Return UI rendering batches
- virtual void getBatches(std::vector<UIBatch>& batches, std::vector<UIQuad>& quads, const IntRect& currentScissor);
- //! React to mouse hover
- virtual void onHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers);
- //! React to mouse click
- virtual void onClick(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers);
-
- //! Set pressed image offset
- void setPressedOffset(const IntVector2& offset);
- //! Set pressed image offset
- void setPressedOffset(int x, int y);
- //! Set pressed label offset
- void setLabelOffset(const IntVector2& offset);
- //! Set pressed label offset
- void setLabelOffset(int x, int y);
- //! Set pressed event repeat. Rate 0 (default) disables repeat
- void setRepeat(float delay, float rate);
-
- //! Return pressed image offset
- const IntVector2& getPressedOffset() const { return mPressedOffset; }
- //! Return pressed label offset
- const IntVector2& getLabelOffset() const { return mLabelOffset; }
- //! Return repeat delay
- float getRepeatDelay() const { return mRepeatDelay; }
- //! Return repeat rate
- float getRepeatRate() const { return mRepeatRate; }
-
- protected:
- //! Set new pressed state
- void setPressed(bool enable);
-
- //! Pressed image offset
- IntVector2 mPressedOffset;
- //! Pressed label offset
- IntVector2 mLabelOffset;
- //! Repeat delay
- float mRepeatDelay;
- //! Repeat rate
- float mRepeatRate;
- //! Repeat timer
- float mRepeatTimer;
- //! Current pressed state
- bool mPressed;
- };
- #endif // UI_BUTTON_H
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