//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef BUTTON_H #define BUTTON_H #ifdef _WIN32 #pragma once #endif #include #include #include #include #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