/*--------------------------------------------------------------------------
  Project:  Manual 2D Library - m2d
  File:     objButton.h

  Copyright (C)2007-2009 Nintendo  All Rights Reserved.

  These coded instructions, statements, and computer programs contain
  proprietary information of Nintendo of America Inc. and/or Nintendo
  Company Ltd., and are protected by Federal copyright law. They may
  not be disclosed to third parties or copied or duplicated in any form,
  in whole or in part, without the prior written consent of Nintendo.

  $Revision: 1758 $
 *-------------------------------------------------------------------------*/

#ifndef NTMV_M2D_OBJBUTTON_H_
#define NTMV_M2D_OBJBUTTON_H_

#if _MSC_VER > 1000 || defined(__CWCC__)
#pragma once
#endif

#include <ntmv/m2d/uiElement.h>
#include <ntmv/m2d/objManager.h>

namespace ntmv
{
namespace m2d
{

/*
    OBJ button class
*/
class ObjButton : public UIElement
{
public:
                        ObjButton();

    void                Init(
                            Point                   position,
                            Size                    size,
                            ObjManager::CellHandle  cell);

    virtual void        Draw(
                            const ObjG2dInfo&   info,
                            Point               parentPos);

    bool                IsPressReleased() const         { return mPressReleaseCounter > 0; }

    void                SetPressReleased(bool value)    { mPressReleaseCounter = static_cast<u16>(value ? 10: 0); }

    void                Animate();

protected:
    ObjManager::CellHandle
                        mCell;
    u16                 mPressReleaseCounter;   // Frame count when the game pad is released after being pressed
};

}   // namespace m2d
}   // namespace ntmv

/* NTMV_M2D_OBJBUTTON_H_ */
#endif
