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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, bool is_toggle = false, std::function<void()> on_click = nullptr);
/**
* \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;
/**
* \brief Indicates whether the button is currently pressed.
*
* This state is true when the button is actively pressed and false otherwise.
*/
bool is_pressed;
/**
* \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;
/**
* \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()`. Defaults to nullptr.
*/
std::function<void()> on_click;
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
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