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