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Copy pathButtonComponent.cpp
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200 lines (177 loc) · 4.39 KB
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#include "ButtonComponent.h"
#include "deki-input/InputCollider.h"
#include <deki/Object.h>
#include <deki/LogSystem.h>
namespace Deki2D
{
ButtonComponent::ButtonComponent()
: state(ButtonState::Normal),
isEnabled(true),
m_WasPressedInside(false)
{
}
ButtonComponent::~ButtonComponent()
{
}
void ButtonComponent::Start()
{
DekiInput::InputCollider* collider = inputCollider.Get();
if (!collider)
{
DEKI_LOG_WARNING("ButtonComponent: No DekiInput::InputCollider referenced on '%s'",
GetOwner()->GetName().c_str());
return;
}
collider->onPointerDown.push_back(
[this](float x, float y)
{
(void)x;
(void)y;
if (!isEnabled)
{
return;
}
m_WasPressedInside = true;
SetState(ButtonState::Pressed);
InvokeCallbacks(onPress);
});
collider->onPointerUp.push_back(
[this](float x, float y)
{
(void)x;
(void)y;
if (!isEnabled)
{
return;
}
if (m_WasPressedInside)
{
InvokeCallbacks(onRelease);
// A click is a press and a release both inside the collider
DekiInput::InputCollider* col = inputCollider.Get();
if (col && col->IsPointerInside())
{
SetState(ButtonState::Normal);
InvokeCallbacks(onClick);
}
else
{
SetState(ButtonState::Normal);
}
m_WasPressedInside = false;
}
});
collider->onPointerEnter.push_back(
[this](float x, float y)
{
(void)x;
(void)y;
if (!isEnabled)
{
return;
}
if (!m_WasPressedInside)
{
SetState(ButtonState::Hovered);
}
});
collider->onPointerExit.push_back(
[this](float x, float y)
{
(void)x;
(void)y;
if (!isEnabled)
{
return;
}
if (m_WasPressedInside)
{
SetState(ButtonState::Normal);
}
else if (state == ButtonState::Hovered)
{
SetState(ButtonState::Normal);
}
});
}
void ButtonComponent::SetState(ButtonState newState)
{
if (state == newState)
{
return;
}
ButtonState oldState = state;
state = newState;
if (oldState != ButtonState::Hovered && newState == ButtonState::Hovered)
{
InvokeCallbacks(onHoverEnter);
}
else if (oldState == ButtonState::Hovered && newState != ButtonState::Hovered)
{
InvokeCallbacks(onHoverExit);
}
for (const auto& cb : onStateChanged)
{
if (cb)
{
cb(newState);
}
}
}
void ButtonComponent::SetEnabled(bool enabled)
{
isEnabled = enabled;
if (!enabled)
{
SetState(ButtonState::Disabled);
m_WasPressedInside = false;
}
else if (state == ButtonState::Disabled)
{
SetState(ButtonState::Normal);
}
}
void ButtonComponent::AddOnClickCallback(const ButtonCallback& callback)
{
onClick.push_back(callback);
}
void ButtonComponent::AddOnPressCallback(const ButtonCallback& callback)
{
onPress.push_back(callback);
}
void ButtonComponent::AddOnReleaseCallback(const ButtonCallback& callback)
{
onRelease.push_back(callback);
}
void ButtonComponent::AddOnHoverEnterCallback(const ButtonCallback& callback)
{
onHoverEnter.push_back(callback);
}
void ButtonComponent::AddOnHoverExitCallback(const ButtonCallback& callback)
{
onHoverExit.push_back(callback);
}
void ButtonComponent::AddOnStateChangedCallback(const std::function<void(ButtonState)>& callback)
{
onStateChanged.push_back(callback);
}
void ButtonComponent::CancelPress()
{
if (m_WasPressedInside)
{
m_WasPressedInside = false;
SetState(ButtonState::Normal);
InvokeCallbacks(onRelease);
}
}
void ButtonComponent::InvokeCallbacks(const std::vector<ButtonCallback>& callbacks)
{
for (const auto& cb : callbacks)
{
if (cb)
{
cb();
}
}
}
} // namespace Deki2D