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path: root/Runtime/IMGUI/GUIToggle.cpp
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#include "UnityPrefix.h"
#include "Runtime/IMGUI/GUIToggle.h"
#include "Runtime/IMGUI/GUIStyle.h"
#include "Runtime/IMGUI/GUIState.h"
#include "Runtime/IMGUI/IMGUIUtils.h"

namespace IMGUI
{

static const int kGUIToggleHash = -1784436876;
	
bool GUIToggle (GUIState &state, const Rectf &position, bool value, GUIContent &content, GUIStyle &style, int id)
{
	InputEvent &evt (*state.m_CurrentEvent);
	switch (GetEventTypeForControl (state, evt, id))
	{
	case InputEvent::kMouseDown:
		// If the mouse is inside the button, we say that we're the hot control
#if ENABLE_NEW_EVENT_SYSTEM
		if (position.Contains (evt.touch.pos))
#else
		if (position.Contains (evt.mousePosition))
#endif
		{
			GrabMouseControl (state, id);
			evt.Use ();
		}
		break;
	case InputEvent::kKeyDown:
		if (evt.character == 32 && state.m_MultiFrameGUIState.m_KeyboardControl == id)
		{
			evt.Use ();
			state.m_OnGUIState.m_Changed = true;
			return !value;
		}
		break;			
	case InputEvent::kMouseUp:
		if (HasMouseControl (state, id))
		{
			ReleaseMouseControl (state);
				
			// If we got the mousedown, the mouseup is ours as well
			// (no matter if the click was in the button or not)
			evt.Use ();
				
			// toggle the passed-in value if the mouse was over the button & return true
#if ENABLE_NEW_EVENT_SYSTEM
			if (position.Contains (evt.touch.pos))
#else
			if (position.Contains (evt.mousePosition))
#endif
			{
				state.m_OnGUIState.m_Changed = true;
				return !value;
			}
		}
		break;
	case InputEvent::kMouseDrag:
		if (HasMouseControl (state, id))
			evt.Use ();
		break;
		
	case InputEvent::kRepaint:
		style.Draw (state, position, content, id, value);
		break;
	}
	return value;
}	

bool GUIToggle (GUIState &state, const Rectf &position, bool value, GUIContent &content, GUIStyle &style)
{
	int id = GetControlID (state, kGUIToggleHash, kNative, position);
	return GUIToggle (state, position, value, content, style, id);
}
	
}