using System;
using Robust.Client.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Client.UserInterface.Controls
{
///
/// Base class for a generic UI button.
///
///
///
///
[ControlWrap("BaseButton")]
public abstract class BaseButton : Control
{
private bool _attemptingPress;
private bool _beingHovered;
private bool _disabled;
private bool _pressed;
protected BaseButton()
{
}
protected BaseButton(string name) : base(name)
{
}
///
/// Controls mode of operation in relation to press/release events.
///
[ViewVariables]
public ActionMode Mode { get; set; } = ActionMode.Release;
///
/// Whether the button is disabled.
/// If a button is disabled, it appears greyed out and cannot be interacted with.
///
[ViewVariables]
public bool Disabled
{
get => _disabled;
set
{
var old = _disabled;
_disabled = value;
if (old != value)
{
DrawModeChanged();
}
}
}
///
/// Whether the button is currently toggled down. Only applies when is true.
///
[ViewVariables]
public bool Pressed
{
get => _pressed;
set
{
if (_pressed == value)
{
return;
}
_pressed = value;
DrawModeChanged();
}
}
///
/// If true, this button functions as a toggle, not as a regular push button.
///
[ViewVariables]
public bool ToggleMode { get; set; }
///
/// If true, this button is currently being hovered over by the mouse.
///
[ViewVariables]
public bool IsHovered => _beingHovered;
///
/// Draw mode used for styling of buttons.
///
[ViewVariables]
public DrawModeEnum DrawMode
{
get
{
if (Disabled)
{
return DrawModeEnum.Disabled;
}
if (Pressed || _attemptingPress)
{
return DrawModeEnum.Pressed;
}
if (IsHovered)
{
return DrawModeEnum.Hover;
}
return DrawModeEnum.Normal;
}
}
///
/// Fired when the button is pushed down by the mouse.
///
public event Action OnButtonDown;
///
/// Fired when the button is released by the mouse.
///
public event Action OnButtonUp;
///
/// Fired when the button is "pressed". When this happens depends on .
///
public event Action OnPressed;
///
/// If is set, fired when the button is toggled up or down.
///
public event Action OnToggled;
protected virtual void DrawModeChanged()
{
}
protected internal override void MouseDown(GUIMouseButtonEventArgs args)
{
base.MouseDown(args);
if (Disabled)
{
return;
}
var buttonEventArgs = new ButtonEventArgs(this);
OnButtonDown?.Invoke(buttonEventArgs);
var drawMode = DrawMode;
if (Mode == ActionMode.Release)
{
_attemptingPress = true;
}
else
{
if (ToggleMode)
{
_pressed = !_pressed;
OnPressed?.Invoke(buttonEventArgs);
OnToggled?.Invoke(new ButtonToggledEventArgs(Pressed, this));
}
else
{
_attemptingPress = true;
OnPressed?.Invoke(buttonEventArgs);
}
}
if (drawMode != DrawMode)
{
DrawModeChanged();
}
}
protected internal override void MouseUp(GUIMouseButtonEventArgs args)
{
base.MouseUp(args);
if (Disabled)
{
return;
}
var buttonEventArgs = new ButtonEventArgs(this);
OnButtonUp?.Invoke(buttonEventArgs);
var drawMode = DrawMode;
if (Mode == ActionMode.Release && _attemptingPress)
{
if (ToggleMode)
{
_pressed = !_pressed;
}
OnPressed?.Invoke(buttonEventArgs);
if (ToggleMode)
{
OnToggled?.Invoke(new ButtonToggledEventArgs(Pressed, this));
}
}
_attemptingPress = false;
if (drawMode != DrawMode)
{
DrawModeChanged();
}
}
protected internal override void MouseEntered()
{
base.MouseEntered();
var drawMode = DrawMode;
_beingHovered = true;
if (drawMode != DrawMode)
{
DrawModeChanged();
}
}
protected internal override void MouseExited()
{
base.MouseExited();
var drawMode = DrawMode;
_beingHovered = false;
if (drawMode != DrawMode)
{
DrawModeChanged();
}
}
public enum DrawModeEnum
{
Normal = 0,
Pressed = 1,
Hover = 2,
Disabled = 3,
}
public class ButtonEventArgs : EventArgs
{
///
/// The button this event originated from.
///
public BaseButton Button { get; }
public ButtonEventArgs(BaseButton button)
{
Button = button;
}
}
///
/// Fired when a is toggled.
///
public class ButtonToggledEventArgs : ButtonEventArgs
{
///
/// The new pressed state of the button.
///
public bool Pressed { get; }
public ButtonToggledEventArgs(bool pressed, BaseButton button) : base(button)
{
Pressed = pressed;
}
}
private protected override void SetGodotProperty(string property, object value, GodotAssetScene context)
{
base.SetGodotProperty(property, value, context);
switch (property)
{
case "toggle_mode":
ToggleMode = (bool) value;
break;
case "disabled":
Disabled = (bool) value;
break;
}
}
///
/// For use with .
///
public enum ActionMode
{
///
/// fires when the mouse button causing them is pressed down.
///
Press = 0,
///
/// fires when the mouse button causing them is released.
/// This is the default and most intuitive method.
///
Release = 1,
}
}
}