diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/vgui2/vgui_controls/Button.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/vgui2/vgui_controls/Button.cpp')
| -rw-r--r-- | mp/src/vgui2/vgui_controls/Button.cpp | 1095 |
1 files changed, 1095 insertions, 0 deletions
diff --git a/mp/src/vgui2/vgui_controls/Button.cpp b/mp/src/vgui2/vgui_controls/Button.cpp new file mode 100644 index 00000000..2a70e8fa --- /dev/null +++ b/mp/src/vgui2/vgui_controls/Button.cpp @@ -0,0 +1,1095 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Basic button control
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include <stdio.h>
+#include <utlsymbol.h>
+
+#include <vgui/IBorder.h>
+#include <vgui/IInput.h>
+#include <vgui/IScheme.h>
+#include <vgui/ISurface.h>
+#include <vgui/ISystem.h>
+#include <vgui/IVGui.h>
+#include <vgui/MouseCode.h>
+#include <vgui/KeyCode.h>
+#include <KeyValues.h>
+
+#include <vgui_controls/Button.h>
+#include <vgui_controls/FocusNavGroup.h>
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include <tier0/memdbgon.h>
+
+using namespace vgui;
+
+// global list of all the names of all the sounds played by buttons
+CUtlSymbolTable g_ButtonSoundNames;
+
+DECLARE_BUILD_FACTORY_DEFAULT_TEXT( Button, Button );
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+Button::Button(Panel *parent, const char *panelName, const char *text, Panel *pActionSignalTarget, const char *pCmd ) : Label(parent, panelName, text)
+{
+ Init();
+ if ( pActionSignalTarget && pCmd )
+ {
+ AddActionSignalTarget( pActionSignalTarget );
+ SetCommand( pCmd );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+Button::Button(Panel *parent, const char *panelName, const wchar_t *wszText, Panel *pActionSignalTarget, const char *pCmd ) : Label(parent, panelName, wszText)
+{
+ Init();
+ if ( pActionSignalTarget && pCmd )
+ {
+ AddActionSignalTarget( pActionSignalTarget );
+ SetCommand( pCmd );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::Init()
+{
+ _buttonFlags.SetFlag( USE_CAPTURE_MOUSE | BUTTON_BORDER_ENABLED );
+
+ _mouseClickMask = 0;
+ _actionMessage = NULL;
+ _defaultBorder = NULL;
+ _depressedBorder = NULL;
+ _keyFocusBorder = NULL;
+ m_bSelectionStateSaved = false;
+ m_bStaySelectedOnClick = false;
+ m_sArmedSoundName = UTL_INVAL_SYMBOL;
+ m_sDepressedSoundName = UTL_INVAL_SYMBOL;
+ m_sReleasedSoundName = UTL_INVAL_SYMBOL;
+ SetTextInset(6, 0);
+ SetMouseClickEnabled( MOUSE_LEFT, true );
+ SetButtonActivationType(ACTIVATE_ONPRESSEDANDRELEASED);
+
+ // labels have this off by default, but we need it on
+ SetPaintBackgroundEnabled( true );
+
+ _paint = true;
+
+ REGISTER_COLOR_AS_OVERRIDABLE( _defaultFgColor, "defaultFgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _defaultBgColor, "defaultBgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _armedFgColor, "armedFgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _armedBgColor, "armedBgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _depressedFgColor, "depressedFgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _depressedBgColor, "depressedBgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _selectedFgColor, "selectedFgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _selectedBgColor, "selectedBgColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _keyboardFocusColor, "keyboardFocusColor_override" );
+ REGISTER_COLOR_AS_OVERRIDABLE( _blinkFgColor, "blinkFgColor_override" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Destructor
+//-----------------------------------------------------------------------------
+Button::~Button()
+{
+ if (_actionMessage)
+ {
+ _actionMessage->deleteThis();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::SetButtonActivationType(ActivationType_t activationType)
+{
+ _activationType = activationType;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set button border attribute enabled.
+//-----------------------------------------------------------------------------
+void Button::SetButtonBorderEnabled( bool state )
+{
+ if ( state != _buttonFlags.IsFlagSet( BUTTON_BORDER_ENABLED ) )
+ {
+ _buttonFlags.SetFlag( BUTTON_BORDER_ENABLED, state );
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set button selected state.
+//-----------------------------------------------------------------------------
+void Button::SetSelected( bool state )
+{
+ if ( _buttonFlags.IsFlagSet( SELECTED ) != state )
+ {
+ _buttonFlags.SetFlag( SELECTED, state );
+ RecalculateDepressedState();
+ InvalidateLayout(false);
+ }
+
+ if ( state && _buttonFlags.IsFlagSet( ARMED ) )
+ {
+ _buttonFlags.SetFlag( ARMED, false );
+ InvalidateLayout(false);
+ }
+}
+
+void Button::SetBlink( bool state )
+{
+ if ( _buttonFlags.IsFlagSet( BLINK ) != state )
+ {
+ _buttonFlags.SetFlag( BLINK, state );
+ RecalculateDepressedState();
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set button force depressed state.
+//-----------------------------------------------------------------------------
+void Button::ForceDepressed(bool state)
+{
+ if ( _buttonFlags.IsFlagSet( FORCE_DEPRESSED ) != state )
+ {
+ _buttonFlags.SetFlag( FORCE_DEPRESSED, state );
+ RecalculateDepressedState();
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set button depressed state with respect to the force depressed state.
+//-----------------------------------------------------------------------------
+void Button::RecalculateDepressedState( void )
+{
+ bool newState;
+ if (!IsEnabled())
+ {
+ newState = false;
+ }
+ else
+ {
+ if ( m_bStaySelectedOnClick && _buttonFlags.IsFlagSet( SELECTED ) )
+ {
+ newState = false;
+ }
+ else
+ {
+ newState = _buttonFlags.IsFlagSet( FORCE_DEPRESSED ) ? true : (_buttonFlags.IsFlagSet(ARMED) && _buttonFlags.IsFlagSet( SELECTED ) );
+ }
+ }
+
+ _buttonFlags.SetFlag( DEPRESSED, newState );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets whether or not the button captures all mouse input when depressed
+// Defaults to true
+// Should be set to false for things like menu items where there is a higher-level mouse capture
+//-----------------------------------------------------------------------------
+void Button::SetUseCaptureMouse( bool state )
+{
+ _buttonFlags.SetFlag( USE_CAPTURE_MOUSE, state );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Check if mouse capture is enabled.
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool Button::IsUseCaptureMouseEnabled( void )
+{
+ return _buttonFlags.IsFlagSet( USE_CAPTURE_MOUSE );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set armed state.
+//-----------------------------------------------------------------------------
+void Button::SetArmed(bool state)
+{
+ if ( _buttonFlags.IsFlagSet( ARMED ) != state )
+ {
+ _buttonFlags.SetFlag( ARMED, state );
+ RecalculateDepressedState();
+ InvalidateLayout(false);
+
+ // play any sounds specified
+ if (state && m_sArmedSoundName != UTL_INVAL_SYMBOL)
+ {
+ surface()->PlaySound(g_ButtonSoundNames.String(m_sArmedSoundName));
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Check armed state
+//-----------------------------------------------------------------------------
+bool Button::IsArmed()
+{
+ return _buttonFlags.IsFlagSet( ARMED );
+}
+
+
+KeyValues *Button::GetActionMessage()
+{
+ return _actionMessage->MakeCopy();
+}
+
+void Button::PlayButtonReleasedSound()
+{
+ // check for playing a transition sound
+ if ( m_sReleasedSoundName != UTL_INVAL_SYMBOL )
+ {
+ surface()->PlaySound( g_ButtonSoundNames.String( m_sReleasedSoundName ) );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Activate a button click.
+//-----------------------------------------------------------------------------
+void Button::DoClick()
+{
+ SetSelected(true);
+ FireActionSignal();
+ PlayButtonReleasedSound();
+
+ static ConVarRef vgui_nav_lock( "vgui_nav_lock" );
+ if ( ( !vgui_nav_lock.IsValid() || vgui_nav_lock.GetInt() == 0 ) && NavigateActivate() )
+ {
+ vgui_nav_lock.SetValue( 1 );
+ }
+
+ if ( !m_bStaySelectedOnClick )
+ {
+ SetSelected(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Check selected state
+//-----------------------------------------------------------------------------
+bool Button::IsSelected()
+{
+ return _buttonFlags.IsFlagSet( SELECTED );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Check depressed state
+//-----------------------------------------------------------------------------
+bool Button::IsDepressed()
+{
+ return _buttonFlags.IsFlagSet( DEPRESSED );
+}
+
+bool Button::IsBlinking( void )
+{
+ return _buttonFlags.IsFlagSet( BLINK );
+}
+
+
+//-----------------------------------------------------------------------------
+// Drawing focus box?
+//-----------------------------------------------------------------------------
+bool Button::IsDrawingFocusBox()
+{
+ return _buttonFlags.IsFlagSet( DRAW_FOCUS_BOX );
+}
+
+void Button::DrawFocusBox( bool bEnable )
+{
+ _buttonFlags.SetFlag( DRAW_FOCUS_BOX, bEnable );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::NavigateTo()
+{
+ BaseClass::NavigateTo();
+
+ SetArmed( true );
+
+ if ( IsPC() )
+ {
+ RequestFocus( 0 );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::NavigateFrom()
+{
+ BaseClass::NavigateFrom();
+
+ SetArmed( false );
+
+ OnKeyCodeReleased( KEY_XBUTTON_A );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Paint button on screen
+//-----------------------------------------------------------------------------
+void Button::Paint(void)
+{
+ if ( !ShouldPaint() )
+ return;
+
+ BaseClass::Paint();
+
+ if ( HasFocus() && IsEnabled() && IsDrawingFocusBox() )
+ {
+ int x0, y0, x1, y1;
+ int wide, tall;
+ GetSize(wide, tall);
+ x0 = 3, y0 = 3, x1 = wide - 4 , y1 = tall - 2;
+ DrawFocusBorder(x0, y0, x1, y1);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Perform graphical layout of button.
+//-----------------------------------------------------------------------------
+void Button::PerformLayout()
+{
+ // reset our border
+ SetBorder( GetBorder(_buttonFlags.IsFlagSet( DEPRESSED ), _buttonFlags.IsFlagSet( ARMED ), _buttonFlags.IsFlagSet( SELECTED ), HasFocus() ) );
+
+ // set our color
+ SetFgColor(GetButtonFgColor());
+ SetBgColor(GetButtonBgColor());
+
+ BaseClass::PerformLayout();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get button foreground color
+// Output : Color
+//-----------------------------------------------------------------------------
+Color Button::GetButtonFgColor()
+{
+ if ( !_buttonFlags.IsFlagSet( BLINK ) )
+ {
+ if (_buttonFlags.IsFlagSet( DEPRESSED ))
+ return _depressedFgColor;
+ if (_buttonFlags.IsFlagSet( ARMED ))
+ return _armedFgColor;
+ if (_buttonFlags.IsFlagSet( SELECTED))
+ return _selectedFgColor;
+ return _defaultFgColor;
+ }
+
+ Color cBlendedColor;
+
+ if (_buttonFlags.IsFlagSet( DEPRESSED ))
+ cBlendedColor = _depressedFgColor;
+ else if (_buttonFlags.IsFlagSet( ARMED ))
+ cBlendedColor = _armedFgColor;
+ else if (_buttonFlags.IsFlagSet( SELECTED ))
+ cBlendedColor = _selectedFgColor;
+ else
+ cBlendedColor = _defaultFgColor;
+
+ float fBlink = ( sinf( system()->GetTimeMillis() * 0.01f ) + 1.0f ) * 0.5f;
+
+ if ( _buttonFlags.IsFlagSet( BLINK ) )
+ {
+ cBlendedColor[ 0 ] = (float)cBlendedColor[ 0 ] * fBlink + (float)_blinkFgColor[ 0 ] * ( 1.0f - fBlink );
+ cBlendedColor[ 1 ] = (float)cBlendedColor[ 1 ] * fBlink + (float)_blinkFgColor[ 1 ] * ( 1.0f - fBlink );
+ cBlendedColor[ 2 ] = (float)cBlendedColor[ 2 ] * fBlink + (float)_blinkFgColor[ 2 ] * ( 1.0f - fBlink );
+ cBlendedColor[ 3 ] = (float)cBlendedColor[ 3 ] * fBlink + (float)_blinkFgColor[ 3 ] * ( 1.0f - fBlink );
+ }
+
+ return cBlendedColor;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get button background color
+//-----------------------------------------------------------------------------
+Color Button::GetButtonBgColor()
+{
+ if (_buttonFlags.IsFlagSet( DEPRESSED ))
+ return _depressedBgColor;
+ if (_buttonFlags.IsFlagSet( ARMED ))
+ return _armedBgColor;
+ if (_buttonFlags.IsFlagSet( SELECTED ))
+ return _selectedBgColor;
+ return _defaultBgColor;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called when key focus is received
+//-----------------------------------------------------------------------------
+void Button::OnSetFocus()
+{
+ InvalidateLayout(false);
+ BaseClass::OnSetFocus();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Respond when focus is killed
+//-----------------------------------------------------------------------------
+void Button::OnKillFocus()
+{
+ InvalidateLayout(false);
+ BaseClass::OnKillFocus();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::ApplySchemeSettings(IScheme *pScheme)
+{
+ BaseClass::ApplySchemeSettings(pScheme);
+
+ // get the borders we need
+ _defaultBorder = pScheme->GetBorder("ButtonBorder");
+ _depressedBorder = pScheme->GetBorder("ButtonDepressedBorder");
+ _keyFocusBorder = pScheme->GetBorder("ButtonKeyFocusBorder");
+
+ _defaultFgColor = GetSchemeColor("Button.TextColor", Color(255, 255, 255, 255), pScheme);
+ _defaultBgColor = GetSchemeColor("Button.BgColor", Color(0, 0, 0, 255), pScheme);
+
+ _armedFgColor = GetSchemeColor("Button.ArmedTextColor", _defaultFgColor, pScheme);
+ _armedBgColor = GetSchemeColor("Button.ArmedBgColor", _defaultBgColor, pScheme);
+
+ _selectedFgColor = GetSchemeColor("Button.SelectedTextColor", _selectedFgColor, pScheme);
+ _selectedBgColor = GetSchemeColor("Button.SelectedBgColor", _selectedBgColor, pScheme);
+
+ _depressedFgColor = GetSchemeColor("Button.DepressedTextColor", _defaultFgColor, pScheme);
+ _depressedBgColor = GetSchemeColor("Button.DepressedBgColor", _defaultBgColor, pScheme);
+ _keyboardFocusColor = GetSchemeColor("Button.FocusBorderColor", Color(0,0,0,255), pScheme);
+
+ _blinkFgColor = GetSchemeColor("Button.BlinkColor", Color(255, 155, 0, 255), pScheme);
+ InvalidateLayout();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set default button colors.
+//-----------------------------------------------------------------------------
+void Button::SetDefaultColor(Color fgColor, Color bgColor)
+{
+ if (!(_defaultFgColor == fgColor && _defaultBgColor == bgColor))
+ {
+ _defaultFgColor = fgColor;
+ _defaultBgColor = bgColor;
+
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set armed button colors
+//-----------------------------------------------------------------------------
+void Button::SetArmedColor(Color fgColor, Color bgColor)
+{
+ if (!(_armedFgColor == fgColor && _armedBgColor == bgColor))
+ {
+ _armedFgColor = fgColor;
+ _armedBgColor = bgColor;
+
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set armed button colors
+//-----------------------------------------------------------------------------
+void Button::SetSelectedColor(Color fgColor, Color bgColor)
+{
+ if (!(_selectedFgColor == fgColor && _selectedBgColor == bgColor))
+ {
+ _selectedFgColor = fgColor;
+ _selectedBgColor = bgColor;
+
+ InvalidateLayout(false);
+ }
+}
+//-----------------------------------------------------------------------------
+// Purpose: Set depressed button colors
+//-----------------------------------------------------------------------------
+void Button::SetDepressedColor(Color fgColor, Color bgColor)
+{
+ if (!(_depressedFgColor == fgColor && _depressedBgColor == bgColor))
+ {
+ _depressedFgColor = fgColor;
+ _depressedBgColor = bgColor;
+
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set blink button color
+//-----------------------------------------------------------------------------
+void Button::SetBlinkColor(Color fgColor)
+{
+ if (!(_blinkFgColor == fgColor))
+ {
+ _blinkFgColor = fgColor;
+
+ InvalidateLayout(false);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set default button border attributes.
+//-----------------------------------------------------------------------------
+void Button::SetDefaultBorder(IBorder *border)
+{
+ _defaultBorder = border;
+ InvalidateLayout(false);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set depressed button border attributes.
+//-----------------------------------------------------------------------------
+void Button::SetDepressedBorder(IBorder *border)
+{
+ _depressedBorder = border;
+ InvalidateLayout(false);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set key focus button border attributes.
+//-----------------------------------------------------------------------------
+void Button::SetKeyFocusBorder(IBorder *border)
+{
+ _keyFocusBorder = border;
+ InvalidateLayout(false);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Get button border attributes.
+//-----------------------------------------------------------------------------
+IBorder *Button::GetBorder(bool depressed, bool armed, bool selected, bool keyfocus)
+{
+ if ( _buttonFlags.IsFlagSet( BUTTON_BORDER_ENABLED ) )
+ {
+ // raised buttons with no armed state
+ if (depressed)
+ return _depressedBorder;
+ if (keyfocus)
+ return _keyFocusBorder;
+ if (IsEnabled() && _buttonFlags.IsFlagSet( DEFAULT_BUTTON ))
+ return _keyFocusBorder;
+ return _defaultBorder;
+ }
+ else
+ {
+ // flat buttons that raise
+ if (depressed)
+ return _depressedBorder;
+ if (armed)
+ return _defaultBorder;
+ }
+
+ return _defaultBorder;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets this button to be the button that is accessed by default
+// when the user hits ENTER or SPACE
+//-----------------------------------------------------------------------------
+void Button::SetAsCurrentDefaultButton(int state)
+{
+ if ( _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) != (bool)state )
+ {
+ _buttonFlags.SetFlag( DEFAULT_BUTTON, state );
+ if (state)
+ {
+ // post a message up notifying our nav group that we're now the default button
+ KeyValues *msg = new KeyValues( "CurrentDefaultButtonSet" );
+ msg->SetInt( "button", ToHandle() );
+ CallParentFunction( msg );
+ }
+
+ InvalidateLayout();
+ Repaint();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets this button to be the button that is accessed by default
+// when the user hits ENTER or SPACE
+//-----------------------------------------------------------------------------
+void Button::SetAsDefaultButton(int state)
+{
+ if ( _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) != (bool)state )
+ {
+ _buttonFlags.SetFlag( DEFAULT_BUTTON, state );
+ if (state)
+ {
+ // post a message up notifying our nav group that we're now the default button
+ KeyValues *msg = new KeyValues( "DefaultButtonSet" );
+ msg->SetInt( "button", ToHandle() );
+ CallParentFunction( msg );
+ }
+
+ InvalidateLayout();
+ Repaint();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets rollover sound
+//-----------------------------------------------------------------------------
+void Button::SetArmedSound(const char *sound)
+{
+ if (sound)
+ {
+ m_sArmedSoundName = g_ButtonSoundNames.AddString(sound);
+ }
+ else
+ {
+ m_sArmedSoundName = UTL_INVAL_SYMBOL;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::SetDepressedSound(const char *sound)
+{
+ if (sound)
+ {
+ m_sDepressedSoundName = g_ButtonSoundNames.AddString(sound);
+ }
+ else
+ {
+ m_sDepressedSoundName = UTL_INVAL_SYMBOL;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::SetReleasedSound(const char *sound)
+{
+ if (sound)
+ {
+ m_sReleasedSoundName = g_ButtonSoundNames.AddString(sound);
+ }
+ else
+ {
+ m_sReleasedSoundName = UTL_INVAL_SYMBOL;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Set button to be mouse clickable or not.
+//-----------------------------------------------------------------------------
+void Button::SetMouseClickEnabled(MouseCode code,bool state)
+{
+ if(state)
+ {
+ //set bit to 1
+ _mouseClickMask|=1<<((int)(code+1));
+ }
+ else
+ {
+ //set bit to 0
+ _mouseClickMask&=~(1<<((int)(code+1)));
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Check if button is mouse clickable
+//-----------------------------------------------------------------------------
+bool Button::IsMouseClickEnabled(MouseCode code)
+{
+ if(_mouseClickMask&(1<<((int)(code+1))))
+ {
+ return true;
+ }
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets the command to send when the button is pressed
+//-----------------------------------------------------------------------------
+void Button::SetCommand( const char *command )
+{
+ SetCommand(new KeyValues("Command", "command", command));
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets the message to send when the button is pressed
+//-----------------------------------------------------------------------------
+void Button::SetCommand( KeyValues *message )
+{
+ // delete the old message
+ if (_actionMessage)
+ {
+ _actionMessage->deleteThis();
+ }
+
+ _actionMessage = message;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Peeks at the message to send when button is pressed
+// Input : -
+// Output : KeyValues
+//-----------------------------------------------------------------------------
+KeyValues *Button::GetCommand()
+{
+ return _actionMessage;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Message targets that the button has been pressed
+//-----------------------------------------------------------------------------
+void Button::FireActionSignal()
+{
+ // message-based action signal
+ if (_actionMessage)
+ {
+ // see if it's a url
+ if (!stricmp(_actionMessage->GetName(), "command")
+ && !strnicmp(_actionMessage->GetString("command", ""), "url ", strlen("url "))
+ && strstr(_actionMessage->GetString("command", ""), "://"))
+ {
+ // it's a command to launch a url, run it
+ system()->ShellExecute("open", _actionMessage->GetString("command", " ") + 4);
+ }
+ PostActionSignal(_actionMessage->MakeCopy());
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: gets info about the button
+//-----------------------------------------------------------------------------
+bool Button::RequestInfo(KeyValues *outputData)
+{
+ if (!stricmp(outputData->GetName(), "CanBeDefaultButton"))
+ {
+ outputData->SetInt("result", CanBeDefaultButton() ? 1 : 0);
+ return true;
+ }
+ else if (!stricmp(outputData->GetName(), "GetState"))
+ {
+ outputData->SetInt("state", IsSelected());
+ return true;
+ }
+ else if ( !stricmp( outputData->GetName(), "GetCommand" ))
+ {
+ if ( _actionMessage )
+ {
+ outputData->SetString( "command", _actionMessage->GetString( "command", "" ) );
+ }
+ else
+ {
+ outputData->SetString( "command", "" );
+ }
+ return true;
+ }
+
+
+ return BaseClass::RequestInfo(outputData);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool Button::CanBeDefaultButton(void)
+{
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Get control settings for editing
+//-----------------------------------------------------------------------------
+void Button::GetSettings( KeyValues *outResourceData )
+{
+ BaseClass::GetSettings(outResourceData);
+
+ if (_actionMessage)
+ {
+ outResourceData->SetString("command", _actionMessage->GetString("command", ""));
+ }
+ outResourceData->SetInt("default", _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) );
+ if ( m_bSelectionStateSaved )
+ {
+ outResourceData->SetInt( "selected", IsSelected() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::ApplySettings( KeyValues *inResourceData )
+{
+ BaseClass::ApplySettings(inResourceData);
+
+ const char *cmd = inResourceData->GetString("command", "");
+ if (*cmd)
+ {
+ // add in the command
+ SetCommand(cmd);
+ }
+
+ // set default button state
+ int defaultButton = inResourceData->GetInt("default");
+ if (defaultButton && CanBeDefaultButton())
+ {
+ SetAsDefaultButton(true);
+ }
+
+ // saved selection state
+ int iSelected = inResourceData->GetInt( "selected", -1 );
+ if ( iSelected != -1 )
+ {
+ SetSelected( iSelected != 0 );
+ m_bSelectionStateSaved = true;
+ }
+
+ m_bStaySelectedOnClick = inResourceData->GetBool( "stayselectedonclick", false );
+
+ const char *sound = inResourceData->GetString("sound_armed", "");
+ if (*sound)
+ {
+ SetArmedSound(sound);
+ }
+ sound = inResourceData->GetString("sound_depressed", "");
+ if (*sound)
+ {
+ SetDepressedSound(sound);
+ }
+ sound = inResourceData->GetString("sound_released", "");
+ if (*sound)
+ {
+ SetReleasedSound(sound);
+ }
+
+ _activationType = (ActivationType_t)inResourceData->GetInt( "button_activation_type", ACTIVATE_ONRELEASED );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Describes editing details
+//-----------------------------------------------------------------------------
+const char *Button::GetDescription( void )
+{
+ static char buf[1024];
+ Q_snprintf(buf, sizeof(buf), "%s, string command, int default", BaseClass::GetDescription());
+ return buf;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnSetState(int state)
+{
+ SetSelected((bool)state);
+ Repaint();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnCursorEntered()
+{
+ if (IsEnabled() && !IsSelected() )
+ {
+ SetArmed( true );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnCursorExited()
+{
+ if ( !_buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) && !IsSelected() )
+ {
+ SetArmed( false );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnMousePressed(MouseCode code)
+{
+ if (!IsEnabled())
+ return;
+
+ if (!IsMouseClickEnabled(code))
+ return;
+
+ if (_activationType == ACTIVATE_ONPRESSED)
+ {
+ if ( IsKeyBoardInputEnabled() )
+ {
+ RequestFocus();
+ }
+ DoClick();
+ return;
+ }
+
+ // play activation sound
+ if (m_sDepressedSoundName != UTL_INVAL_SYMBOL)
+ {
+ surface()->PlaySound(g_ButtonSoundNames.String(m_sDepressedSoundName));
+ }
+
+ if (IsUseCaptureMouseEnabled() && _activationType == ACTIVATE_ONPRESSEDANDRELEASED)
+ {
+ {
+ if ( IsKeyBoardInputEnabled() )
+ {
+ RequestFocus();
+ }
+ SetSelected(true);
+ Repaint();
+ }
+
+ // lock mouse input to going to this button
+ input()->SetMouseCapture(GetVPanel());
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnMouseDoublePressed(MouseCode code)
+{
+ OnMousePressed(code);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnMouseReleased(MouseCode code)
+{
+ // ensure mouse capture gets released
+ if (IsUseCaptureMouseEnabled())
+ {
+ input()->SetMouseCapture(NULL);
+ }
+
+ if (_activationType == ACTIVATE_ONPRESSED)
+ return;
+
+ if (!IsMouseClickEnabled(code))
+ return;
+
+ if (!IsSelected() && _activationType == ACTIVATE_ONPRESSEDANDRELEASED)
+ return;
+
+ // it has to be both enabled and (mouse over the button or using a key) to fire
+ if ( IsEnabled() && ( GetVPanel() == input()->GetMouseOver() || _buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) ) )
+ {
+ DoClick();
+ }
+ else if ( !m_bStaySelectedOnClick )
+ {
+ SetSelected(false);
+ }
+
+ // make sure the button gets unselected
+ Repaint();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnKeyCodePressed(KeyCode code)
+{
+ KeyCode localCode = GetBaseButtonCode( code );
+
+ if( ( localCode == KEY_XBUTTON_A ) && IsEnabled() )
+ {
+ SetArmed( true );
+ _buttonFlags.SetFlag( BUTTON_KEY_DOWN );
+ if( _activationType != ACTIVATE_ONRELEASED )
+ {
+ DoClick();
+ }
+ }
+ else if (code == KEY_SPACE || code == KEY_ENTER)
+ {
+ SetArmed(true);
+ _buttonFlags.SetFlag( BUTTON_KEY_DOWN );
+ OnMousePressed(MOUSE_LEFT);
+ if (IsUseCaptureMouseEnabled()) // undo the mouse capture since its a fake mouse click!
+ {
+ input()->SetMouseCapture(NULL);
+ }
+ }
+ else
+ {
+ _buttonFlags.ClearFlag( BUTTON_KEY_DOWN );
+ BaseClass::OnKeyCodePressed( code );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Button::OnKeyCodeReleased( KeyCode keycode )
+{
+ vgui::KeyCode code = GetBaseButtonCode( keycode );
+
+ if ( _buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) && ( code == KEY_XBUTTON_A || code == KEY_XBUTTON_START ) )
+ {
+ SetArmed( true );
+ if( _activationType != ACTIVATE_ONPRESSED )
+ {
+ DoClick();
+ }
+ }
+ else if (_buttonFlags.IsFlagSet( BUTTON_KEY_DOWN ) && (code == KEY_SPACE || code == KEY_ENTER))
+ {
+ SetArmed(true);
+ OnMouseReleased(MOUSE_LEFT);
+ }
+ else
+ {
+ BaseClass::OnKeyCodeReleased( keycode );
+ }
+ _buttonFlags.ClearFlag( BUTTON_KEY_DOWN );
+
+ if ( !( code == KEY_XSTICK1_UP || code == KEY_XSTICK1_DOWN || code == KEY_XSTICK1_LEFT || code == KEY_XSTICK1_RIGHT ||
+ code == KEY_XSTICK2_UP || code == KEY_XSTICK2_DOWN || code == KEY_XSTICK2_LEFT || code == KEY_XSTICK2_RIGHT ||
+ code == KEY_XBUTTON_UP || code == KEY_XBUTTON_DOWN || code == KEY_XBUTTON_LEFT || code == KEY_XBUTTON_RIGHT ||
+ keycode == KEY_UP|| keycode == KEY_DOWN || keycode == KEY_LEFT || keycode == KEY_RIGHT ) )
+ {
+ SetArmed( false );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override this to draw different focus border
+//-----------------------------------------------------------------------------
+void Button::DrawFocusBorder(int tx0, int ty0, int tx1, int ty1)
+{
+ surface()->DrawSetColor(_keyboardFocusColor);
+ DrawDashedLine(tx0, ty0, tx1, ty0+1, 1, 1); // top
+ DrawDashedLine(tx0, ty0, tx0+1, ty1, 1, 1); // left
+ DrawDashedLine(tx0, ty1-1, tx1, ty1, 1, 1); // bottom
+ DrawDashedLine(tx1-1, ty0, tx1, ty1, 1, 1); // right
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Size the object to its button and text. - only works from in ApplySchemeSettings or PerformLayout()
+//-----------------------------------------------------------------------------
+void Button::SizeToContents()
+{
+ int wide, tall;
+ GetContentSize(wide, tall);
+ SetSize(wide + Label::Content, tall + Label::Content);
+}
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