Magic_Game/src/kiwano/2d/Button.h

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// Copyright (c) 2016-2018 Kiwano - 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.
#pragma once
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#include <kiwano/2d/Sprite.h>
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#include <kiwano/2d/TextActor.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(Button);
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KGE_DECLARE_SMART_PTR(SpriteButton);
KGE_DECLARE_SMART_PTR(TextButton);
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ť
*/
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class KGE_API Button
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: public virtual ObjectBase
{
public:
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/// \~chinese
/// @brief <20><>ť<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
using Callback = Function<void(Button* /* self */)>;
Button();
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/// \~chinese
/// @brief <20><><EFBFBD>찴ť
/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
explicit Button(Callback const& click);
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/// \~chinese
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/// @brief <20><><EFBFBD>찴ť
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/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param pressed <20><>ť<EFBFBD><C5A5><EFBFBD>»ص<C2BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param mouse_over <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param mouse_out <20><>ť<EFBFBD>Ƴ<EFBFBD><C6B3>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
Button(Callback const& click, Callback const& pressed, Callback const& mouse_over, Callback const& mouse_out);
virtual ~Button();
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ť״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>ǽ<EFBFBD><C7BD><EFBFBD>
bool IsEnable() const;
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/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
void SetEnabled(bool enabled);
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/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetClickCallback(const Callback& func);
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/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetPressedCallback(const Callback& func);
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/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5>̧<EFBFBD><CCA7>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetReleasedCallback(const Callback& func);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetMouseOverCallback(const Callback& func);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>ťʱ<C5A5>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetMouseOutCallback(const Callback& func);
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/// \~chinese
/// @brief <20><>ť״̬
enum class Status
{
Normal, ///< <20><>ͨ
Hover, ///< <20><><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD>ť<EFBFBD><C5A5>
Pressed ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
};
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/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť״̬
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void SetStatus(Status status);
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ť״̬
Status GetStatus() const;
protected:
/// \~chinese
/// @brief <20><><EFBFBD>°<EFBFBD>ť״̬
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void UpdateStatus(Event& evt);
private:
bool enabled_;
Status status_;
Callback click_callback_;
Callback pressed_callback_;
Callback released_callback_;
Callback mouse_over_callback_;
Callback mouse_out_callback_;
};
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/// \~chinese
/// @brief <20><><EFBFBD>鰴ť
class SpriteButton
: public Sprite
, public Button
{
public:
SpriteButton();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>鰴ť
/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
explicit SpriteButton(Callback const& click);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>鰴ť
/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param pressed <20><>ť<EFBFBD><C5A5><EFBFBD>»ص<C2BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param mouse_over <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param mouse_out <20><>ť<EFBFBD>Ƴ<EFBFBD><C6B3>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
SpriteButton(Callback const& click, Callback const& pressed, Callback const& mouse_over, Callback const& mouse_out);
};
/// \~chinese
/// @brief <20><><EFBFBD>ְ<EFBFBD>ť
class TextButton
: public TextActor
, public Button
{
public:
TextButton();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ְ<EFBFBD>ť
/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
explicit TextButton(Callback const& click);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ְ<EFBFBD>ť
/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param pressed <20><>ť<EFBFBD><C5A5><EFBFBD>»ص<C2BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param mouse_over <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
/// @param mouse_out <20><>ť<EFBFBD>Ƴ<EFBFBD><C6B3>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
TextButton(Callback const& click, Callback const& pressed, Callback const& mouse_over, Callback const& mouse_out);
};
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}