open_toontown_panda3d/panda/src/gui/guiButton.h

169 lines
5.0 KiB
C++

// Filename: guiButton.h
// Created by: cary (30Oct00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef __GUIBUTTON_H__
#define __GUIBUTTON_H__
#include "guiBehavior.h"
#include "guiLabel.h"
#include "guiManager.h"
#include <mouseWatcherRegion.h>
class EXPCL_PANDA GuiButton : public GuiBehavior {
private:
PT(GuiLabel) _up;
PT(GuiLabel) _up_rollover;
PT(GuiLabel) _down;
PT(GuiLabel) _down_rollover;
PT(GuiLabel) _inactive;
string _up_event, _up_rollover_event, _down_event, _down_rollover_event;
string _inactive_event;
PT(MouseWatcherRegion) _rgn;
float _up_scale;
float _upr_scale;
float _down_scale;
float _downr_scale;
float _inactive_scale;
enum States { NONE, UP, UP_ROLLOVER, DOWN, DOWN_ROLLOVER, INACTIVE,
INACTIVE_ROLLOVER };
States _state;
string _behavior_event;
bool _have_event_param;
int _event_param;
PT(GuiBehavior::BehaviorFunctor) _behavior_functor;
PT(GuiBehavior::BehaviorFunctor) _rollover_functor;
INLINE GuiButton(void);
void switch_state(States);
virtual void recompute_frame(void);
virtual void adjust_region(void);
static void behavior_up(CPT_Event);
static void behavior_down(CPT_Event);
void run_button_up(void) const;
void run_button_down(void) const;
PUBLISHED:
GuiButton(const string&, GuiLabel*, GuiLabel*);
GuiButton(const string&, GuiLabel*, GuiLabel*, GuiLabel*);
GuiButton(const string&, GuiLabel*, GuiLabel*, GuiLabel*, GuiLabel*,
GuiLabel*);
virtual ~GuiButton(void);
public:
virtual void manage(GuiManager*, EventHandler&);
virtual void manage(GuiManager*, EventHandler&, Node*);
virtual void unmanage(void);
INLINE bool owns_region(const MouseWatcherRegion*) const;
PUBLISHED:
virtual int freeze();
virtual int thaw();
INLINE void enter(void);
INLINE void exit(void);
INLINE void up(void);
INLINE void down(void);
INLINE void inactive(void);
INLINE void click(void);
INLINE bool is_up(void) const;
INLINE bool is_over(void) const;
INLINE bool is_active(void) const;
INLINE void set_up_event(const string&);
INLINE void set_up_rollover_event(const string&);
INLINE void set_down_event(const string&);
INLINE void set_down_rollover_event(const string&);
INLINE void set_inactive_event(const string&);
INLINE void set_behavior_event(const string&);
INLINE const string& get_up_event(void) const;
INLINE const string& get_up_rollover_event(void) const;
INLINE const string& get_down_event(void) const;
INLINE const string& get_down_rollover_event(void) const;
INLINE const string& get_inactive_event(void) const;
INLINE const string& get_behavior_event(void) const;
INLINE void set_up_rollover(GuiLabel*);
INLINE void set_down_rollover(GuiLabel*);
INLINE void set_behavior_functor(GuiBehavior::BehaviorFunctor*);
INLINE GuiBehavior::BehaviorFunctor* get_behavior_functor(void) const;
INLINE void set_rollover_functor(GuiBehavior::BehaviorFunctor*);
INLINE GuiBehavior::BehaviorFunctor* get_rollover_functor(void) const;
INLINE void set_behavior_event_parameter(int);
INLINE int get_behavior_event_parameter(void) const;
INLINE void set_up_label(GuiLabel*);
INLINE void set_up_rollover_label(GuiLabel*);
INLINE void set_down_label(GuiLabel*);
INLINE void set_down_rollover_label(GuiLabel*);
INLINE void set_inactive_label(GuiLabel*);
INLINE GuiLabel* get_up_label(void) const;
INLINE GuiLabel* get_up_rollover_label(void) const;
INLINE GuiLabel* get_down_label(void) const;
INLINE GuiLabel* get_down_rollover_label(void) const;
INLINE GuiLabel* get_inactive_label(void) const;
virtual void set_scale(float);
virtual void set_scale(float, float, float);
virtual void set_pos(const LVector3f&);
virtual void set_priority(GuiLabel*, const Priority);
virtual void set_priority(GuiItem*, const Priority);
virtual void start_behavior(void);
virtual void stop_behavior(void);
virtual void reset_behavior(void);
virtual int set_draw_order(int);
virtual void output(ostream&) const;
public:
// type interface
static TypeHandle get_class_type(void) {
return _type_handle;
}
static void init_type(void) {
GuiBehavior::init_type();
register_type(_type_handle, "GuiButton",
GuiBehavior::get_class_type());
}
virtual TypeHandle get_type(void) const {
return get_class_type();
}
virtual TypeHandle force_init_type(void) {
init_type();
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
#include "guiButton.I"
#endif /* __GUIBUTTON_H__ */