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using System;
namespace MonoGame.Extended.Gui.Controls
{
public class ToggleButton : Button
{
public ToggleButton()
{
}
public event EventHandler CheckedStateChanged;
private bool _isChecked;
public bool IsChecked
{
get { return _isChecked; }
set
{
if (_isChecked != value)
{
_isChecked = value;
CheckedStyle?.ApplyIf(this, _isChecked);
CheckedStateChanged?.Invoke(this, EventArgs.Empty);
}
}
}
private ControlStyle _checkedStyle;
public ControlStyle CheckedStyle
{
get { return _checkedStyle; }
set
{
if (_checkedStyle != value)
{
_checkedStyle = value;
CheckedStyle?.ApplyIf(this, _isChecked);
}
}
}
private ControlStyle _checkedHoverStyle;
public ControlStyle CheckedHoverStyle
{
get { return _checkedHoverStyle; }
set
{
if (_checkedHoverStyle != value)
{
_checkedHoverStyle = value;
CheckedHoverStyle?.ApplyIf(this, _isChecked && IsHovered);
}
}
}
public override bool OnPointerUp(IGuiContext context, PointerEventArgs args)
{
base.OnPointerUp(context, args);
if (BoundingRectangle.Contains(args.Position))
{
HoverStyle?.Revert(this);
CheckedHoverStyle?.Revert(this);
IsChecked = !IsChecked;
if (IsChecked)
CheckedHoverStyle?.Apply(this);
else
HoverStyle?.Apply(this);
}
return true;
}
public override bool OnPointerEnter(IGuiContext context, PointerEventArgs args)
{
if (IsChecked)
{
CheckedHoverStyle?.Apply(this);
return true;
}
return base.OnPointerEnter(context, args);
}
public override bool OnPointerLeave(IGuiContext context, PointerEventArgs args)
{
if (IsChecked)
{
CheckedHoverStyle?.Revert(this);
return true;
}
return base.OnPointerLeave(context, args);
}
}
}
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