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#pragma once
#include <functional>
#include "UIObject.h"
#include "Event.h"
#include "Metadata.h"
namespace crepe {
/**
* \brief Event triggered when a button is pressed
*
*/
class ButtonPressEvent : public Event{
public:
}
//! Represents a clickable UI button, derived from the UiObject class.
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 dimensions The width and height of the UIObject
* \param offset The offset relative this GameObjects Transform
* \param on_click callback function that will be invoked when the button is clicked.
*/
Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
const std::function<void()> & on_click);
// TODO: create separate toggle button class
/**
* \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 = nullptr;
/**
* \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_mouse_enter = nullptr;
/**
* \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_mouse_exit = nullptr;
private:
//! friend relation for is_pressed and hover variables
friend class InputSystem;
//! Indicates whether the mouse is currently hovering over the button
bool hover = false;
public:
};
} // namespace crepe
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