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+#pragma once
+
+#include <functional>
+
+#include "UiObject.h"
+
+
+namespace crepe {
+
+/**
+ * \class Button
+ * \brief Represents a clickable UI button, derived from the UiObject class.
+ *
+ * This class provides functionality for a button in the UI, including toggle state,
+ * click handling, and mouse hover detection. A callback function can be provided to
+ * handle button clicks.
+ */
+class Button : public UiObject {
+public:
+ /**
+ * \brief Constructs a Button with the specified game object ID and dimensions.
+ *
+ * \param id The unique ID of the game object associated with this button.
+ * \param width The width of the button.
+ * \param height The height of the button.
+ * \param is_toggle Optional flag to indicate if the button is a toggle button. Defaults to false.
+ * \param on_click callback function that will be invoked when the button is clicked.
+ */
+ Button(game_object_id_t id, int width, int height, std::function<void()> on_click,
+ bool is_toggle = false);
+
+ /**
+ * \brief Indicates if the button is a toggle button (can be pressed and released).
+ *
+ * A toggle button allows for a pressed/released state, whereas a regular button
+ * typically only has an on-click state.
+ */
+ bool is_toggle = false;
+
+ /**
+ * \brief The callback function to be executed when the button is clicked.
+ *
+ * This function is invoked whenever the button is clicked. It can be set to any
+ * function that matches the signature `void()`.
+ */
+ std::function<void()> on_click;
+
+ /**
+ * \brief Callback function to be executed when the mouse enters the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves over the button, allowing
+ * custom actions like visual effects, highlighting, or sound effects.
+ */
+ std::function<void()> on_enter;
+
+ /**
+ * \brief Callback function to be executed when the mouse exits the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves out of the button's area,
+ * allowing custom actions like resetting visual effects or playing exit-related effects.
+ */
+ std::function<void()> on_exit;
+
+private:
+ friend class InputSystem;
+ /**
+ * \brief Indicates whether the button is currently pressed.
+ *
+ * This state is true when the button is actively pressed and false otherwise.
+ */
+ bool is_pressed = false;
+
+ /**
+ * \brief Indicates whether the mouse is currently hovering over the button.
+ *
+ * This is set to true when the mouse is over the button and false otherwise.
+ */
+ bool hover = false;
+
+public:
+ /**
+ * \brief Retrieves the maximum number of instances allowed for this button type.
+ *
+ * \return Always returns 1, as only a single instance of this type is allowed.
+ */
+ virtual int get_instances_max() const override { return 1; }
+};
+
+} // namespace crepe