Magic_Game/core/ui/Button.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// 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.
#include "Button.h"
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#include "../base/MouseEvent.hpp"
namespace easy2d
{
namespace ui
{
Button::Button()
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: enabled_(true)
, is_selected_(false)
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, click_callback_(nullptr)
, status_(Status::Normal)
{
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AddListener(MouseEvent::Hover, std::bind(&Button::UpdateStatus, this, std::placeholders::_1));
AddListener(MouseEvent::Out, std::bind(&Button::UpdateStatus, this, std::placeholders::_1));
AddListener(MouseEvent::Down, std::bind(&Button::UpdateStatus, this, std::placeholders::_1));
AddListener(MouseEvent::Up, std::bind(&Button::UpdateStatus, this, std::placeholders::_1));
}
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Button::Button(const Callback& click)
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: Button()
{
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this->SetClickCallback(click);
}
Button::Button(Callback const & click, Callback const & pressed, Callback const & mouse_over, Callback const & mouse_out)
: Button()
{
this->SetClickCallback(click);
this->SetPressedCallback(pressed);
this->SetMouseOverCallback(mouse_over);
this->SetMouseOutCallback(mouse_out);
}
Button::~Button()
{
}
bool Button::IsEnable() const
{
return enabled_;
}
void Button::SetEnabled(bool enabled)
{
if (enabled_ != enabled)
{
enabled_ = enabled;
}
}
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void Button::SetClickCallback(const Callback& func)
{
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click_callback_ = func;
}
void Button::SetPressedCallback(const Callback & func)
{
pressed_callback_ = func;
}
void Button::SetMouseOverCallback(const Callback & func)
{
mouse_over_callback_ = func;
}
void Button::SetMouseOutCallback(const Callback & func)
{
mouse_out_callback_ = func;
}
void Button::SetStatus(Status status)
{
if (status_ != status)
{
status_ = status;
}
}
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void Button::UpdateStatus(Event * e)
{
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E2D_ASSERT(MouseEvent::Check(e));
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MouseEvent* me = static_cast<MouseEvent*>(e);
if (enabled_)
{
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if (me->type == MouseEvent::Hover)
{
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SetStatus(Status::Hover);
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if (mouse_over_callback_)
mouse_over_callback_();
}
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else if (me->type == MouseEvent::Out)
{
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SetStatus(Status::Normal);
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if (mouse_out_callback_)
mouse_out_callback_();
}
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else if (me->type == MouseEvent::Down && status_ == Status::Hover)
{
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SetStatus(Status::Pressed);
if (pressed_callback_)
pressed_callback_();
}
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else if (me->type == MouseEvent::Up && status_ == Status::Pressed)
{
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SetStatus(Status::Hover);
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if (click_callback_)
click_callback_();
}
}
}
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}
}