Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/GUI/GUIButton.cs

231 lines
6.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma
{
public class GUIButton : GUIComponent
{
protected GUITextBlock textBlock;
public GUITextBlock TextBlock { get { return textBlock; } }
protected GUIFrame frame;
public GUIFrame Frame { get { return frame; } }
public delegate bool OnClickedHandler(GUIButton button, object obj);
public OnClickedHandler OnClicked;
public delegate bool OnPressedHandler();
public OnPressedHandler OnPressed;
public delegate bool OnButtonDownHandler();
public OnButtonDownHandler OnButtonDown;
public bool CanBeSelected = true;
private Color? defaultTextColor;
public override bool Enabled
{
get
{
return enabled;
}
set
{
if (value == enabled) { return; }
enabled = value;
if (color.A == 0)
{
if (defaultTextColor == null) { defaultTextColor = TextBlock.TextColor; }
TextBlock.TextColor = enabled ? defaultTextColor.Value : defaultTextColor.Value * 0.5f;
}
frame.Color = enabled ? color : Color.Gray * 0.7f;
}
}
public override Color Color
{
get { return base.Color; }
set
{
base.Color = value;
frame.Color = value;
}
}
public override Color HoverColor
{
get { return base.HoverColor; }
set
{
base.HoverColor = value;
frame.HoverColor = value;
}
}
public override Color SelectedColor
{
get
{
return base.SelectedColor;
}
set
{
base.SelectedColor = value;
frame.SelectedColor = value;
}
}
public override Color PressedColor
{
get
{
return base.PressedColor;
}
set
{
base.PressedColor = value;
frame.PressedColor = value;
}
}
public override Color OutlineColor
{
get { return base.OutlineColor; }
set
{
base.OutlineColor = value;
if (frame != null) frame.OutlineColor = value;
}
}
public Color TextColor
{
get { return textBlock.TextColor; }
set { textBlock.TextColor = value; }
}
public override ScalableFont Font
{
get
{
return (textBlock==null) ? GUI.Font : textBlock.Font;
}
set
{
base.Font = value;
if (textBlock != null) textBlock.Font = value;
}
}
public string Text
{
get { return textBlock.Text; }
set { textBlock.Text = value; }
}
public bool ForceUpperCase
{
get { return textBlock.ForceUpperCase; }
set { textBlock.ForceUpperCase = value; }
}
public override string ToolTip
{
get
{
return base.ToolTip;
}
set
{
textBlock.ToolTip = value;
base.ToolTip = value;
}
}
public bool Selected { get; set; }
public GUIButton(RectTransform rectT, string text = "", Alignment textAlignment = Alignment.Center, string style = "", Color? color = null) : base(style, rectT)
{
if (color.HasValue)
{
this.color = color.Value;
}
frame = new GUIFrame(new RectTransform(Vector2.One, rectT), style);
if (style != null) GUI.Style.Apply(frame, style == "" ? "GUIButton" : style);
textBlock = new GUITextBlock(new RectTransform(Vector2.One, rectT), text, textAlignment: textAlignment, style: null)
{
TextColor = this.style == null ? Color.Black : this.style.textColor
};
GUI.Style.Apply(textBlock, "", this);
Enabled = true;
}
public override void ApplyStyle(GUIComponentStyle style)
{
base.ApplyStyle(style);
if (frame != null) frame.ApplyStyle(style);
}
protected override void Draw(SpriteBatch spriteBatch)
{
//do nothing
}
protected override void Update(float deltaTime)
{
if (!Visible) return;
base.Update(deltaTime);
if (Rect.Contains(PlayerInput.MousePosition) && CanBeSelected && Enabled && GUI.IsMouseOn(this))
{
state = ComponentState.Hover;
if (PlayerInput.LeftButtonDown())
{
OnButtonDown?.Invoke();
}
if (PlayerInput.LeftButtonHeld())
{
if (OnPressed != null)
{
if (OnPressed())
{
state = ComponentState.Pressed;
}
}
else
{
state = ComponentState.Pressed;
}
}
else if (PlayerInput.LeftButtonClicked())
{
GUI.PlayUISound(GUISoundType.Click);
if (OnClicked != null)
{
if (OnClicked(this, UserData) && CanBeSelected)
{
state = ComponentState.Selected;
}
}
else
{
Selected = !Selected;
// state = state == ComponentState.Selected ? ComponentState.None : ComponentState.Selected;
}
}
}
else
{
state = Selected ? ComponentState.Selected : ComponentState.None;
}
foreach (GUIComponent child in Children)
{
child.State = state;
}
//frame.State = state;
}
}
}