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

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// Copyright (c) 2016-2018 Kiwano - Nomango
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//
// 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:
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//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
// 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/Actor.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(Button);
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/**
* \addtogroup Component
* @{
*/
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ť
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*/
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class KGE_API Button : public Component
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{
public:
/// \~chinese
/// @brief <20><>ť<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
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using Callback = Function<void(Button* /* self */, Actor* /* target */)>;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
/// @param click <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
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static ButtonPtr Create(const Callback& click);
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/// \~chinese
/// @brief <20><><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>
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static ButtonPtr Create(const Callback& click, const Callback& pressed, const Callback& mouse_over,
const Callback& mouse_out);
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Button();
virtual ~Button();
/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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void SetClickCallback(const Callback& func);
/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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void SetPressedCallback(const Callback& func);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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void SetMouseOverCallback(const Callback& func);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>ťʱ<C5A5>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
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void SetMouseOutCallback(const Callback& func);
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protected:
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/// \~chinese
/// @brief <20><>ť״̬
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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><>ȡ<EFBFBD><C8A1>ť״̬
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Status GetStatus() const;
/// \~chinese
/// @brief <20><><EFBFBD>ð<EFBFBD>ť״̬
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void SetStatus(Status status);
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/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void InitComponent(Actor* actor) override;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DestroyComponent() override;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD>¼<EFBFBD>
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void HandleEvent(Event* evt) override;
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private:
Status status_;
Callback click_callback_;
Callback pressed_callback_;
Callback mouse_over_callback_;
Callback mouse_out_callback_;
};
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/** @} */
inline void Button::SetClickCallback(const Callback& func)
{
click_callback_ = func;
}
inline void Button::SetPressedCallback(const Callback& func)
{
pressed_callback_ = func;
}
inline void Button::SetMouseOverCallback(const Callback& func)
{
mouse_over_callback_ = func;
}
inline void Button::SetMouseOutCallback(const Callback& func)
{
mouse_out_callback_ = func;
}
inline Button::Status Button::GetStatus() const
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{
return status_;
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}
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} // namespace kiwano