hl2_src-leak-2017/src/gameui/URLButton.h

172 lines
4.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef URLBUTTON_H
#define URLBUTTON_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: A control that looks like a hyperlink, but behaves like a button.
//-----------------------------------------------------------------------------
class URLButton : public Label
{
DECLARE_CLASS_SIMPLE( URLButton, 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.
URLButton(Panel *parent, const char *panelName, const char *text, Panel *pActionSignalTarget=NULL, const char *pCmd=NULL);
URLButton(Panel *parent, const char *panelName, const wchar_t *text, Panel *pActionSignalTarget=NULL, const char *pCmd=NULL);
~URLButton();
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 );
//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 );
// 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);
// 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 );
// Get button foreground color
virtual Color GetButtonFgColor();
// Get button background color
virtual Color GetButtonBgColor();
// 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 );
/* 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 );
protected:
// Paint button on screen
virtual void Paint(void);
// Get button border attributes.
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 void ApplySettings( KeyValues *inResourceData );
virtual const char *GetDescription( void );
KeyValues *GetActionMessage();
private:
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;
Color _defaultFgColor, _defaultBgColor;
bool m_bSelectionStateSaved;
};
} // namespace vgui
#endif // URLBUTTON_H