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