sqwarmed/sdk_src/game/client/vgui_bitmapbutton.h

70 lines
2.0 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VGUI_BITMAPBUTTON_H
#define VGUI_BITMAPBUTTON_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Button.h>
#include "VGui_BitmapImage.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class KeyValues;
//-----------------------------------------------------------------------------
// A button that renders images instead of standard vgui stuff...
//-----------------------------------------------------------------------------
class CBitmapButton : public vgui::Button
{
typedef vgui::Button BaseClass;
public:
enum ButtonImageType_t
{
BUTTON_ENABLED = 0,
BUTTON_ENABLED_MOUSE_OVER,
BUTTON_PRESSED,
BUTTON_DISABLED,
BUTTON_STATE_COUNT
};
// constructor
CBitmapButton( vgui::Panel *pParent, const char *pName, const char *pText );
~CBitmapButton();
// initialization
bool Init( KeyValues* pInitData );
void SetImage( ButtonImageType_t type, const char *pMaterialName, color32 color );
bool IsImageLoaded( ButtonImageType_t type ) const;
// initialization from build-mode dialog style .res files
virtual void ApplySettings(KeyValues *inResourceData);
virtual void Paint( void );
virtual void PaintBackground( void ) {}
virtual void OnMouseDoublePressed( vgui::MouseCode code );
void SetDoublePressedCommand( const char *command );
void SetDoublePressedCommand( KeyValues *message );
private:
BitmapImage m_pImage[BUTTON_STATE_COUNT];
bool m_bImageLoaded[BUTTON_STATE_COUNT];
KeyValues *_doublePressedActionMessage;
};
#endif // VGUI_BITMAPBUTTON_H