Magic_Game/Kiwano/ui/Button.h

94 lines
2.4 KiB
C
Raw Normal View History

2019-04-11 14:40:54 +08:00
// 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
#include "../2d/Sprite.h"
#include <functional>
2019-04-11 14:40:54 +08:00
namespace kiwano
{
2019-04-11 14:40:54 +08:00
class KGE_API Button
: public Sprite
{
using Callback = Closure<void()>;
public:
Button();
explicit Button(
Callback const& click /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
explicit Button(
Callback const& click, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
Callback const& pressed, /* <20><>ť<EFBFBD><C5A5><EFBFBD>»ص<C2BB><D8B5><EFBFBD><EFBFBD><EFBFBD> */
Callback const& mouse_over, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
Callback const& mouse_out /* <20><>ť<EFBFBD>Ƴ<EFBFBD><C6B3>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Button();
// <20><>ȡ<EFBFBD><C8A1>ť״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>ǽ<EFBFBD><C7BD><EFBFBD>
bool IsEnable() const;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
void SetEnabled(
bool enabled
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetClickCallback(
const Callback& func
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetPressedCallback(
const Callback& func
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetMouseOverCallback(
const Callback& func
);
// <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
);
private:
enum class Status { Normal, Hover, Pressed };
void SetStatus(
Status status
);
void UpdateStatus(Event const& evt);
private:
bool enabled_;
bool is_selected_;
Status status_;
Callback click_callback_;
Callback pressed_callback_;
Callback mouse_over_callback_;
Callback mouse_out_callback_;
};
}