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1102 lines
32 KiB
1102 lines
32 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Basic button control |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include <stdio.h> |
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#include <utlsymbol.h> |
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#include <vgui/IBorder.h> |
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#include <vgui/IInput.h> |
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#include <vgui/IScheme.h> |
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#include <vgui/ISurface.h> |
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#include <vgui/ISystem.h> |
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#include <vgui/IVGui.h> |
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#include <vgui/MouseCode.h> |
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#include <vgui/KeyCode.h> |
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#include <KeyValues.h> |
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#include <vgui_controls/Button.h> |
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#include <vgui_controls/FocusNavGroup.h> |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include <tier0/memdbgon.h> |
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using namespace vgui; |
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// global list of all the names of all the sounds played by buttons |
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CUtlSymbolTable g_ButtonSoundNames; |
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DECLARE_BUILD_FACTORY_DEFAULT_TEXT( Button, Button ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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Button::Button(Panel *parent, const char *panelName, const char *text, Panel *pActionSignalTarget, const char *pCmd ) : Label(parent, panelName, text) |
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{ |
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Init(); |
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if ( pActionSignalTarget && pCmd ) |
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{ |
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AddActionSignalTarget( pActionSignalTarget ); |
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SetCommand( pCmd ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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Button::Button(Panel *parent, const char *panelName, const wchar_t *wszText, Panel *pActionSignalTarget, const char *pCmd ) : Label(parent, panelName, wszText) |
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{ |
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Init(); |
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if ( pActionSignalTarget && pCmd ) |
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{ |
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AddActionSignalTarget( pActionSignalTarget ); |
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SetCommand( pCmd ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void Button::Init() |
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{ |
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_buttonFlags.SetFlag( USE_CAPTURE_MOUSE | BUTTON_BORDER_ENABLED ); |
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_mouseClickMask = 0; |
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_actionMessage = NULL; |
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_defaultBorder = NULL; |
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_depressedBorder = NULL; |
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_keyFocusBorder = NULL; |
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m_bSelectionStateSaved = false; |
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m_bStaySelectedOnClick = false; |
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m_bStayArmedOnClick = false; |
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m_sArmedSoundName = UTL_INVAL_SYMBOL; |
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m_sDepressedSoundName = UTL_INVAL_SYMBOL; |
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m_sReleasedSoundName = UTL_INVAL_SYMBOL; |
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SetTextInset(6, 0); |
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SetMouseClickEnabled( MOUSE_LEFT, true ); |
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SetButtonActivationType(ACTIVATE_ONPRESSEDANDRELEASED); |
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// labels have this off by default, but we need it on |
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SetPaintBackgroundEnabled( true ); |
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_paint = true; |
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REGISTER_COLOR_AS_OVERRIDABLE( _defaultFgColor, "defaultFgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _defaultBgColor, "defaultBgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _armedFgColor, "armedFgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _armedBgColor, "armedBgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _depressedFgColor, "depressedFgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _depressedBgColor, "depressedBgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _selectedFgColor, "selectedFgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _selectedBgColor, "selectedBgColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _keyboardFocusColor, "keyboardFocusColor_override" ); |
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REGISTER_COLOR_AS_OVERRIDABLE( _blinkFgColor, "blinkFgColor_override" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Destructor |
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//----------------------------------------------------------------------------- |
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Button::~Button() |
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{ |
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if (_actionMessage) |
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{ |
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_actionMessage->deleteThis(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void Button::SetButtonActivationType(ActivationType_t activationType) |
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{ |
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_activationType = activationType; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set button border attribute enabled. |
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//----------------------------------------------------------------------------- |
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void Button::SetButtonBorderEnabled( bool state ) |
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{ |
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if ( state != _buttonFlags.IsFlagSet( BUTTON_BORDER_ENABLED ) ) |
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{ |
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_buttonFlags.SetFlag( BUTTON_BORDER_ENABLED, state ); |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set button selected state. |
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//----------------------------------------------------------------------------- |
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void Button::SetSelected( bool state ) |
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{ |
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if ( _buttonFlags.IsFlagSet( SELECTED ) != state ) |
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{ |
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_buttonFlags.SetFlag( SELECTED, state ); |
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RecalculateDepressedState(); |
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InvalidateLayout(false); |
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} |
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// Jusic: idk what is it for |
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//if (!m_bStayArmedOnClick && state && _buttonFlags.IsFlagSet(ARMED)) |
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//{ |
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// _buttonFlags.SetFlag( ARMED, false ); |
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// InvalidateLayout(false); |
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//} |
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} |
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void Button::SetBlink( bool state ) |
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{ |
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if ( _buttonFlags.IsFlagSet( BLINK ) != state ) |
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{ |
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_buttonFlags.SetFlag( BLINK, state ); |
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RecalculateDepressedState(); |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set button force depressed state. |
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//----------------------------------------------------------------------------- |
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void Button::ForceDepressed(bool state) |
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{ |
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if ( _buttonFlags.IsFlagSet( FORCE_DEPRESSED ) != state ) |
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{ |
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_buttonFlags.SetFlag( FORCE_DEPRESSED, state ); |
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RecalculateDepressedState(); |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set button depressed state with respect to the force depressed state. |
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//----------------------------------------------------------------------------- |
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void Button::RecalculateDepressedState( void ) |
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{ |
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bool newState; |
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if (!IsEnabled()) |
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{ |
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newState = false; |
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} |
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else |
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{ |
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if ( m_bStaySelectedOnClick && _buttonFlags.IsFlagSet( SELECTED ) ) |
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{ |
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newState = false; |
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} |
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else |
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{ |
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newState = _buttonFlags.IsFlagSet( FORCE_DEPRESSED ) ? true : (_buttonFlags.IsFlagSet(ARMED) && _buttonFlags.IsFlagSet( SELECTED ) ); |
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} |
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} |
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_buttonFlags.SetFlag( DEPRESSED, newState ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Sets whether or not the button captures all mouse input when depressed |
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// Defaults to true |
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// Should be set to false for things like menu items where there is a higher-level mouse capture |
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//----------------------------------------------------------------------------- |
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void Button::SetUseCaptureMouse( bool state ) |
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{ |
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_buttonFlags.SetFlag( USE_CAPTURE_MOUSE, state ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Check if mouse capture is enabled. |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool Button::IsUseCaptureMouseEnabled( void ) |
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{ |
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return _buttonFlags.IsFlagSet( USE_CAPTURE_MOUSE ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set armed state. |
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//----------------------------------------------------------------------------- |
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void Button::SetArmed(bool state) |
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{ |
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if ( _buttonFlags.IsFlagSet( ARMED ) != state ) |
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{ |
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_buttonFlags.SetFlag( ARMED, state ); |
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RecalculateDepressedState(); |
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InvalidateLayout(false); |
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// play any sounds specified |
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if (state && m_sArmedSoundName != UTL_INVAL_SYMBOL) |
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{ |
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surface()->PlaySound(g_ButtonSoundNames.String(m_sArmedSoundName)); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Check armed state |
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//----------------------------------------------------------------------------- |
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bool Button::IsArmed() |
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{ |
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return _buttonFlags.IsFlagSet( ARMED ); |
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} |
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KeyValues *Button::GetActionMessage() |
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{ |
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return _actionMessage->MakeCopy(); |
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} |
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void Button::PlayButtonReleasedSound() |
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{ |
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// check for playing a transition sound |
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if ( m_sReleasedSoundName != UTL_INVAL_SYMBOL ) |
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{ |
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surface()->PlaySound( g_ButtonSoundNames.String( m_sReleasedSoundName ) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Activate a button click. |
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//----------------------------------------------------------------------------- |
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void Button::DoClick() |
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{ |
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SetSelected(true); |
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FireActionSignal(); |
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PlayButtonReleasedSound(); |
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static ConVarRef vgui_nav_lock( "vgui_nav_lock" ); |
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if ( ( !vgui_nav_lock.IsValid() || vgui_nav_lock.GetInt() == 0 ) && NavigateActivate() ) |
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{ |
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vgui_nav_lock.SetValue( 1 ); |
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} |
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if ( !m_bStaySelectedOnClick ) |
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{ |
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SetSelected(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Check selected state |
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//----------------------------------------------------------------------------- |
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bool Button::IsSelected() |
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{ |
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return _buttonFlags.IsFlagSet( SELECTED ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Check depressed state |
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//----------------------------------------------------------------------------- |
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bool Button::IsDepressed() |
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{ |
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return _buttonFlags.IsFlagSet( DEPRESSED ); |
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} |
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bool Button::IsBlinking( void ) |
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{ |
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return _buttonFlags.IsFlagSet( BLINK ); |
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} |
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//----------------------------------------------------------------------------- |
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// Drawing focus box? |
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//----------------------------------------------------------------------------- |
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bool Button::IsDrawingFocusBox() |
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{ |
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return _buttonFlags.IsFlagSet( DRAW_FOCUS_BOX ); |
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} |
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void Button::DrawFocusBox( bool bEnable ) |
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{ |
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_buttonFlags.SetFlag( DRAW_FOCUS_BOX, bEnable ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void Button::NavigateTo() |
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{ |
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BaseClass::NavigateTo(); |
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SetArmed( true ); |
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if ( IsPC() ) |
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{ |
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RequestFocus( 0 ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void Button::NavigateFrom() |
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{ |
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BaseClass::NavigateFrom(); |
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SetArmed( false ); |
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OnKeyCodeReleased( KEY_XBUTTON_A ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Paint button on screen |
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//----------------------------------------------------------------------------- |
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void Button::Paint(void) |
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{ |
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if ( !ShouldPaint() ) |
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return; |
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BaseClass::Paint(); |
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if ( HasFocus() && IsEnabled() && IsDrawingFocusBox() ) |
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{ |
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int x0, y0, x1, y1; |
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int wide, tall; |
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GetSize(wide, tall); |
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x0 = 3, y0 = 3, x1 = wide - 4 , y1 = tall - 2; |
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DrawFocusBorder(x0, y0, x1, y1); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Perform graphical layout of button. |
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//----------------------------------------------------------------------------- |
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void Button::PerformLayout() |
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{ |
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// reset our border |
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SetBorder( GetBorder(_buttonFlags.IsFlagSet( DEPRESSED ), _buttonFlags.IsFlagSet( ARMED ), _buttonFlags.IsFlagSet( SELECTED ), HasFocus() ) ); |
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// set our color |
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SetFgColor(GetButtonFgColor()); |
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SetBgColor(GetButtonBgColor()); |
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BaseClass::PerformLayout(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get button foreground color |
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// Output : Color |
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//----------------------------------------------------------------------------- |
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Color Button::GetButtonFgColor() |
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{ |
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if ( !_buttonFlags.IsFlagSet( BLINK ) ) |
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{ |
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if (_buttonFlags.IsFlagSet( DEPRESSED )) |
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return _depressedFgColor; |
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if (_buttonFlags.IsFlagSet( ARMED )) |
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return _armedFgColor; |
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if (_buttonFlags.IsFlagSet( SELECTED)) |
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return _selectedFgColor; |
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return _defaultFgColor; |
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} |
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Color cBlendedColor; |
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if (_buttonFlags.IsFlagSet( DEPRESSED )) |
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cBlendedColor = _depressedFgColor; |
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else if (_buttonFlags.IsFlagSet( ARMED )) |
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cBlendedColor = _armedFgColor; |
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else if (_buttonFlags.IsFlagSet( SELECTED )) |
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cBlendedColor = _selectedFgColor; |
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else |
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cBlendedColor = _defaultFgColor; |
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float fBlink = ( sinf( system()->GetTimeMillis() * 0.01f ) + 1.0f ) * 0.5f; |
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if ( _buttonFlags.IsFlagSet( BLINK ) ) |
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{ |
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cBlendedColor[ 0 ] = (float)cBlendedColor[ 0 ] * fBlink + (float)_blinkFgColor[ 0 ] * ( 1.0f - fBlink ); |
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cBlendedColor[ 1 ] = (float)cBlendedColor[ 1 ] * fBlink + (float)_blinkFgColor[ 1 ] * ( 1.0f - fBlink ); |
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cBlendedColor[ 2 ] = (float)cBlendedColor[ 2 ] * fBlink + (float)_blinkFgColor[ 2 ] * ( 1.0f - fBlink ); |
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cBlendedColor[ 3 ] = (float)cBlendedColor[ 3 ] * fBlink + (float)_blinkFgColor[ 3 ] * ( 1.0f - fBlink ); |
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} |
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return cBlendedColor; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get button background color |
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//----------------------------------------------------------------------------- |
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Color Button::GetButtonBgColor() |
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{ |
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if (_buttonFlags.IsFlagSet( DEPRESSED )) |
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return _depressedBgColor; |
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if (_buttonFlags.IsFlagSet( ARMED )) |
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return _armedBgColor; |
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if (_buttonFlags.IsFlagSet( SELECTED )) |
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return _selectedBgColor; |
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return _defaultBgColor; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called when key focus is received |
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//----------------------------------------------------------------------------- |
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void Button::OnSetFocus() |
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{ |
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InvalidateLayout(false); |
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BaseClass::OnSetFocus(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Respond when focus is killed |
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//----------------------------------------------------------------------------- |
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void Button::OnKillFocus() |
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{ |
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InvalidateLayout(false); |
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BaseClass::OnKillFocus(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void Button::ApplySchemeSettings(IScheme *pScheme) |
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{ |
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BaseClass::ApplySchemeSettings(pScheme); |
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// get the borders we need |
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_defaultBorder = pScheme->GetBorder("ButtonBorder"); |
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_depressedBorder = pScheme->GetBorder("ButtonDepressedBorder"); |
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_keyFocusBorder = pScheme->GetBorder("ButtonKeyFocusBorder"); |
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_defaultFgColor = GetSchemeColor("Button.TextColor", Color(255, 255, 255, 255), pScheme); |
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_defaultBgColor = GetSchemeColor("Button.BgColor", Color(0, 0, 0, 255), pScheme); |
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_armedFgColor = GetSchemeColor("Button.ArmedTextColor", _defaultFgColor, pScheme); |
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_armedBgColor = GetSchemeColor("Button.ArmedBgColor", _defaultBgColor, pScheme); |
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_selectedFgColor = GetSchemeColor("Button.SelectedTextColor", _selectedFgColor, pScheme); |
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_selectedBgColor = GetSchemeColor("Button.SelectedBgColor", _selectedBgColor, pScheme); |
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_depressedFgColor = GetSchemeColor("Button.DepressedTextColor", _defaultFgColor, pScheme); |
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_depressedBgColor = GetSchemeColor("Button.DepressedBgColor", _defaultBgColor, pScheme); |
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_keyboardFocusColor = GetSchemeColor("Button.FocusBorderColor", Color(0,0,0,255), pScheme); |
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_blinkFgColor = GetSchemeColor("Button.BlinkColor", Color(255, 155, 0, 255), pScheme); |
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InvalidateLayout(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set default button colors. |
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//----------------------------------------------------------------------------- |
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void Button::SetDefaultColor(Color fgColor, Color bgColor) |
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{ |
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if (!(_defaultFgColor == fgColor && _defaultBgColor == bgColor)) |
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{ |
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_defaultFgColor = fgColor; |
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_defaultBgColor = bgColor; |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set armed button colors |
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//----------------------------------------------------------------------------- |
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void Button::SetArmedColor(Color fgColor, Color bgColor) |
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{ |
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if (!(_armedFgColor == fgColor && _armedBgColor == bgColor)) |
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{ |
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_armedFgColor = fgColor; |
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_armedBgColor = bgColor; |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set armed button colors |
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//----------------------------------------------------------------------------- |
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void Button::SetSelectedColor(Color fgColor, Color bgColor) |
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{ |
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if (!(_selectedFgColor == fgColor && _selectedBgColor == bgColor)) |
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{ |
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_selectedFgColor = fgColor; |
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_selectedBgColor = bgColor; |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set depressed button colors |
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//----------------------------------------------------------------------------- |
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void Button::SetDepressedColor(Color fgColor, Color bgColor) |
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{ |
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if (!(_depressedFgColor == fgColor && _depressedBgColor == bgColor)) |
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{ |
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_depressedFgColor = fgColor; |
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_depressedBgColor = bgColor; |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set blink button color |
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//----------------------------------------------------------------------------- |
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void Button::SetBlinkColor(Color fgColor) |
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{ |
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if (!(_blinkFgColor == fgColor)) |
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{ |
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_blinkFgColor = fgColor; |
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InvalidateLayout(false); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set default button border attributes. |
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//----------------------------------------------------------------------------- |
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void Button::SetDefaultBorder(IBorder *border) |
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{ |
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_defaultBorder = border; |
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InvalidateLayout(false); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set depressed button border attributes. |
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//----------------------------------------------------------------------------- |
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void Button::SetDepressedBorder(IBorder *border) |
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{ |
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_depressedBorder = border; |
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InvalidateLayout(false); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set key focus button border attributes. |
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//----------------------------------------------------------------------------- |
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void Button::SetKeyFocusBorder(IBorder *border) |
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{ |
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_keyFocusBorder = border; |
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InvalidateLayout(false); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get button border attributes. |
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//----------------------------------------------------------------------------- |
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IBorder *Button::GetBorder(bool depressed, bool armed, bool selected, bool keyfocus) |
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{ |
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if ( _buttonFlags.IsFlagSet( BUTTON_BORDER_ENABLED ) ) |
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{ |
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// raised buttons with no armed state |
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if (depressed) |
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return _depressedBorder; |
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if (keyfocus) |
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return _keyFocusBorder; |
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if (IsEnabled() && _buttonFlags.IsFlagSet( DEFAULT_BUTTON )) |
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return _keyFocusBorder; |
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return _defaultBorder; |
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} |
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else |
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{ |
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// flat buttons that raise |
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if (depressed) |
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return _depressedBorder; |
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if (armed) |
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return _defaultBorder; |
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} |
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return _defaultBorder; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: sets this button to be the button that is accessed by default |
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// when the user hits ENTER or SPACE |
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//----------------------------------------------------------------------------- |
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void Button::SetAsCurrentDefaultButton(int state) |
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{ |
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if ( _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) != (bool)state ) |
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{ |
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_buttonFlags.SetFlag( DEFAULT_BUTTON, state ); |
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if (state) |
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{ |
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// post a message up notifying our nav group that we're now the default button |
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KeyValues *msg = new KeyValues( "CurrentDefaultButtonSet" ); |
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msg->SetInt( "button", ToHandle() ); |
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CallParentFunction( msg ); |
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} |
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InvalidateLayout(); |
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Repaint(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: sets this button to be the button that is accessed by default |
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// when the user hits ENTER or SPACE |
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//----------------------------------------------------------------------------- |
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void Button::SetAsDefaultButton(int state) |
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{ |
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if ( _buttonFlags.IsFlagSet( DEFAULT_BUTTON ) != (bool)state ) |
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{ |
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_buttonFlags.SetFlag( DEFAULT_BUTTON, state ); |
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if (state) |
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{ |
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// post a message up notifying our nav group that we're now the default button |
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KeyValues *msg = new KeyValues( "DefaultButtonSet" ); |
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msg->SetInt( "button", ToHandle() ); |
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CallParentFunction( msg ); |
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} |
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InvalidateLayout(); |
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Repaint(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: sets rollover sound |
|
//----------------------------------------------------------------------------- |
|
void Button::SetArmedSound(const char *sound) |
|
{ |
|
if (sound) |
|
{ |
|
m_sArmedSoundName = g_ButtonSoundNames.AddString(sound); |
|
} |
|
else |
|
{ |
|
m_sArmedSoundName = UTL_INVAL_SYMBOL; |
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} |
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} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void Button::SetDepressedSound(const char *sound) |
|
{ |
|
if (sound) |
|
{ |
|
m_sDepressedSoundName = g_ButtonSoundNames.AddString(sound); |
|
} |
|
else |
|
{ |
|
m_sDepressedSoundName = UTL_INVAL_SYMBOL; |
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} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void Button::SetReleasedSound(const char *sound) |
|
{ |
|
if (sound) |
|
{ |
|
m_sReleasedSoundName = g_ButtonSoundNames.AddString(sound); |
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} |
|
else |
|
{ |
|
m_sReleasedSoundName = UTL_INVAL_SYMBOL; |
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} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Set button to be mouse clickable or not. |
|
//----------------------------------------------------------------------------- |
|
void Button::SetMouseClickEnabled(MouseCode code,bool state) |
|
{ |
|
if(state) |
|
{ |
|
//set bit to 1 |
|
_mouseClickMask|=1<<(static_cast<int>(code-MOUSE_FIRST)); |
|
} |
|
else |
|
{ |
|
//set bit to 0 |
|
_mouseClickMask&=~(static_cast<int>(code-MOUSE_FIRST)); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Check if button is mouse clickable |
|
//----------------------------------------------------------------------------- |
|
bool Button::IsMouseClickEnabled(MouseCode code) |
|
{ |
|
if(_mouseClickMask&(1<<(static_cast<int>(code-MOUSE_FIRST)))) |
|
{ |
|
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) |
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{ |
|
// 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 ); |
|
m_bStayArmedOnClick = inResourceData->GetBool( "stay_armed_on_click", 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); |
|
} |
|
|
|
int iButtonActivationType = inResourceData->GetInt( "button_activation_type", -1 ); |
|
if (iButtonActivationType != -1) |
|
{ |
|
_activationType = (ActivationType_t)iButtonActivationType; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// 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 || localCode == STEAMCONTROLLER_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 || code == STEAMCONTROLLER_A ) ) |
|
{ |
|
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); |
|
}
|
|
|