Magic_Game/core/ui/Button.h

72 lines
1.8 KiB
C++

// 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.
#pragma once
#include "../base/Sprite.h"
#include <functional>
namespace easy2d
{
namespace ui
{
class Button
: public Sprite
{
using Callback = std::function<void()>;
public:
Button();
explicit Button(
Callback const& func /* 按钮回调函数 */
);
virtual ~Button();
// 获取按钮状态是启用还是禁用
bool IsEnable() const;
// 设置按钮启用或禁用
void SetEnabled(
bool enabled
);
// 设置按钮点击后的回调函数
void SetClickCallback(
const Callback& func
);
private:
enum class Status { Normal, Hover, Selected };
void SetStatus(
Status status
);
void UpdateStatus(Event* e);
private:
bool enabled_;
bool is_selected_;
Status status_;
Callback callback_;
};
}
}