recrownedgtk/RecrownedAthenaeum/UI/Modular/Modules/Interactive/Button.cs

138 lines
4.8 KiB
C#

using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.SpecialTypes;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.UI.Skin.Definitions;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{
/// <summary>
/// Function to be called when button is clicked.
/// </summary>
public delegate void Clicked();
/// <summary>
/// A very primitive button containing all the basic functions.
/// </summary>
public class Button : UIModule
{
private ButtonSkinDefinition skinDefinition;
private ISpecialDrawable downTexture, upTexture, highlightedTexture, disabledTexture;
/// <summary>
/// Click event listeners.
/// </summary>
public event Clicked Listeners;
private bool pressed;
/// <summary>
/// Whether or not this button should be currently disabled.
/// </summary>
public bool disabled = false;
/// <summary>
/// Whether or not this button is currently being hovered on.
/// </summary>
public bool Highlighted { get; private set; }
/// <summary>
/// Constructs this button using <see cref="ISpecialDrawable"/>s for the different states it could be in.
/// </summary>
/// <param name="down">Button being pressed.</param>
/// <param name="up">Button not being pressed.</param>
/// <param name="disabled">Disabled button.</param>
/// <param name="selected">Button being highlighted.</param>
public Button(ISpecialDrawable down, ISpecialDrawable up, ISpecialDrawable disabled = null, ISpecialDrawable selected = null)
{
this.downTexture = down;
this.upTexture = up;
this.disabledTexture = disabled;
this.highlightedTexture = selected;
}
/// <summary>
/// Constructs this button using the skin system.
/// </summary>
/// <param name="skin">The skin containing the information of the textures and design to follow.</param>
/// <param name="definitionName">The name of the definition in the skin. Can be null to select the default.</param>
public Button(Skin.Skin skin, string definitionName = null)
{
skinDefinition = skin.ObtainDefinition<ButtonSkinDefinition>(definitionName, GetType());
downTexture = skin.GetTextureAtlasRegion(skinDefinition.downRegion);
upTexture = skin.GetTextureAtlasRegion(skinDefinition.upRegion);
disabledTexture = skin.GetTextureAtlasRegion(skinDefinition.disabledRegion);
highlightedTexture = skin.GetTextureAtlasRegion(skinDefinition.selectedRegion);
}
/// <summary>
/// Draws the button.
/// </summary>
/// <param name="batch">Batch used to draw the button.</param>
public override void Draw(SpriteBatch batch)
{
if (disabled)
{
disabledTexture?.Draw(batch, bounds, color);
}
else
{
if (pressed)
{
downTexture.Draw(batch, bounds, color);
}
else
{
upTexture.Draw(batch, bounds, color);
}
}
base.Draw(batch);
}
/// <summary>
/// Called when the mouse changes state.
/// </summary>
/// <param name="state">The new state.</param>
/// <returns>Whether or not to continue calling the next mouse change listener.</returns>
public sealed override bool MouseStateChanged(MouseState state)
{
if (InputUtilities.MouseWithinBoundries(bounds))
{
if (state.LeftButton == ButtonState.Pressed)
{
pressed = true;
}
else
{
pressed = false;
}
if (InputUtilities.MouseClicked())
{
OnClick();
}
Highlighted = true;
}
else
{
Highlighted = false;
pressed = false;
}
return base.MouseStateChanged(state);
}
/// <summary>
/// Called when the state of the keyboard changes.
/// </summary>
/// <param name="state">The new state.</param>
/// <returns>Whether or not the next keyboard change listener should be called.</returns>
public sealed override bool KeyboardStateChanged(KeyboardState state)
{
return base.KeyboardStateChanged(state);
}
internal void OnClick()
{
Listeners?.Invoke();
}
}
}