STATE_PRESSED
if (_HasFlags(STATE_PRESSED) || _HasFlags(STATE_FORCE_PRESSED))
if (_HasFlags(STATE_PRESSED) || _HasFlags(STATE_FORCE_PRESSED))
_AddFlags(STATE_PRESSED | STATE_TRACKING);
_ClearFlags(STATE_PRESSED | STATE_TRACKING);
if (_HasFlags(STATE_ENABLED) && _HasFlags(STATE_PRESSED) && Bounds().Contains(where))
_ClearFlags(STATE_PRESSED | STATE_TRACKING);
if (!buttons && _HasFlags(STATE_PRESSED)) {
_AddFlags(STATE_PRESSED);
_ClearFlags(STATE_PRESSED);
return _HasFlags(STATE_PRESSED) ? B_CONTROL_ON : B_CONTROL_OFF;
_AddFlags(STATE_PRESSED);
_ClearFlags(STATE_PRESSED);
if (_HasFlags(STATE_PRESSED) || _HasFlags(STATE_FORCE_PRESSED)) {
if (_HasFlags(STATE_PRESSED) || _HasFlags(STATE_FORCE_PRESSED))
_SetFlags(STATE_PRESSED, true);
_SetFlags(STATE_PRESSED, false);
if (IsEnabled() && _HasFlags(STATE_PRESSED)
_SetFlags(STATE_PRESSED, false);
if (!buttons && _HasFlags(STATE_PRESSED)) {
_SetFlags(STATE_PRESSED, Bounds().Contains(where));
_SetFlags(STATE_PRESSED, value != 0);
if ((flags & STATE_PRESSED) != 0)