Files
MonoGame.Extended/Source/MonoGame.Extended.Gui/Controls/GuiButton.cs
T
Dylan WilsonandGitHub b3a631aff5 Gui dialogs (#410)
* started refactoring for gui windows

* a bit more work on gui windows

* fixed some bugs and broken build stuff

* fixed some bugs in gui controls

* a little code cleanup

* got gui dialogs positioning and experimenting with named styles by type

* apply control styles directly in the constructor of controls

* got everything compiling again

* all gui controls have skinnable constructors

* rework uniform grid desired size calculations

* turns out gui layouts are complicated

* include pdb files in nuget packages

* fixed a bug in find nearest glyph

* custom control styling

* added a range constructor overload that takes one value

* rethinking control desired size behaviour

* made particle emitters more editable at runtime

* moved the auto trigger code to the particle effect instead of the emitters

* tweaks

* changed the particle modifer interface to an abstract base with an optional name

* changed the particle modifer interface to an abstract base with an optional name

* an attempt at creating a gui combo box

* rolled back the nested control experiment

* pretty good (but not perfect) combo boxes

* tweaks

* name property bindings on lists

* removed and cleaned up the hacks from the gui combo box

* minor combo box styling tweaks

* minor bug fix in gui combo box

* experiments with data binding

* fixed a mistake on the texture region service interface

* working on the ability to serialize particles

* finished particle serialization

* more robust range deserialization

* added editor browable attributes

* fixed some broken demos

* made the particle modifiers editable at runtime

* fixed some issues with particle serialization

* fixed some issues with interpolators
2017-07-22 21:22:13 +10:00

93 lines
2.3 KiB
C#

using System;
namespace MonoGame.Extended.Gui.Controls
{
public class GuiButton : GuiControl
{
public GuiButton()
: base(null)
{
}
public GuiButton(GuiSkin skin)
: base(skin)
{
}
public event EventHandler Clicked;
public event EventHandler PressedStateChanged;
private bool _isPressed;
public bool IsPressed
{
get { return _isPressed; }
set
{
if (_isPressed != value)
{
_isPressed = value;
PressedStyle?.ApplyIf(this, _isPressed);
PressedStateChanged?.Invoke(this, EventArgs.Empty);
}
}
}
private GuiControlStyle _pressedStyle;
public GuiControlStyle PressedStyle
{
get { return _pressedStyle; }
set
{
if (_pressedStyle != value)
{
_pressedStyle = value;
PressedStyle?.ApplyIf(this, _isPressed);
}
}
}
private bool _isPointerDown;
public override void OnPointerDown(IGuiContext context, GuiPointerEventArgs args)
{
base.OnPointerDown(context, args);
if (IsEnabled)
{
_isPointerDown = true;
IsPressed = true;
}
}
public override void OnPointerUp(IGuiContext context, GuiPointerEventArgs args)
{
base.OnPointerUp(context, args);
_isPointerDown = false;
if (IsPressed)
{
IsPressed = false;
if (BoundingRectangle.Contains(args.Position) && IsEnabled)
Clicked?.Invoke(this, EventArgs.Empty);
}
}
public override void OnPointerEnter(IGuiContext context, GuiPointerEventArgs args)
{
base.OnPointerEnter(context, args);
if (IsEnabled && _isPointerDown)
IsPressed = true;
}
public override void OnPointerLeave(IGuiContext context, GuiPointerEventArgs args)
{
base.OnPointerLeave(context, args);
if (IsEnabled)
IsPressed = false;
}
}
}