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package ui;
import flash.events.MouseEvent;
import flash.display.Sprite;
/**
* Implements a common base for button like items. This allows the creation of custom
* draw classes far easier than working with Button and simpler than mimic'ing all behaviour.
*
* You must override _resize
* It will be called whenever the image might change (status change of some kind). You
* may use the down and over variables to determine how to draw the button.
*/
class ButtonBase extends Sprite, implements Widget
{
var down : Bool; //the button is in the down position
var over : Bool; //the mouse is over the button
var event : Action; //the action to perform on clicking
function new( event : Action )
{
super();
MixinWidget();
this.event = event;
down = false;
over = false;
enabled = true;
//setup flash
buttonMode = true;
useHandCursor = true; //look clickable
mouseChildren = false; //so added images don't change cursor
addEventListener( MouseEvent.MOUSE_DOWN, onMouseDown, false, 0, true /*weak*/ );
addEventListener( MouseEvent.MOUSE_UP, onMouseUp,false, 0, true /*weak*/ );
addEventListener( MouseEvent.MOUSE_OVER, onMouseOver,false, 0, true /*weak*/ );
addEventListener( MouseEvent.MOUSE_OUT, onMouseOut,false, 0, true /*weak*/ );
}
function onMouseDown( evt : MouseEvent )
{
evt.stopPropagation(); //we hide this from our visual ancestors
if( !enabled )
return;
down = true;
update();
}
function onMouseUp( evt : MouseEvent )
{
evt.stopPropagation(); //we hide this from our visual ancestors
if( !enabled )
return;
var wasDown = down;
down = false;
update();
//only handle if we were actually down, to prevent spurious half-events from activating
if( wasDown )
Action.handle( this, event );
}
function onMouseOver( evt : MouseEvent )
{
over = true;
down = evt.buttonDown;
if( !enabled )
return;
update();
}
function onMouseOut( evt : MouseEvent )
{
over = false;
down = false;
if( !enabled )
return;
update();
}
function _resize( w : Float, h : Float )
{
Assert.pureVirtual();
}
define(`AbstractGFX')
include(`MixinWidget.ihx')
}
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