text: //
  // Copyright (c) 2008-2013 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #pragma once
  
  #include "BorderImage.h"
  
  namespace Urho3D
  {
  
  /// %UI element that can be toggled between unchecked and checked state.
  class URHO3D_API CheckBox : public BorderImage
  {
      OBJECT(CheckBox);
      
  public:
      /// Construct.
      CheckBox(Context* context);
      /// Destruct.
      virtual ~CheckBox();
      /// Register object factory.
      static void RegisterObject(Context* context);
      
      /// Return UI rendering batches.
      virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
      /// React to mouse click begin.
      virtual void OnClickBegin(const IntVector2& position, const IntVector2& screenPosition, int button, int buttons, int qualifiers, Cursor* cursor);
      /// React to a key press.
      virtual void OnKey(int key, int buttons, int qualifiers);
      
      /// Set checked state.
      void SetChecked(bool enable);
      /// Set checked image offset.
      void SetCheckedOffset(const IntVector2& rect);
      /// Set checked image offset.
      void SetCheckedOffset(int x, int y);
      
      /// Return whether is checked.
      bool IsChecked() const { return checked_; }
      /// Return checked image offset.
      const IntVector2& GetCheckedOffset() const { return checkedOffset_; }
      
  protected:
      /// Checked image offset.
      IntVector2 checkedOffset_;
      /// Current checked state.
      bool checked_;
  };
  
  }
  