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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