godot/scene/gui/button_group.cpp

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/*************************************************************************/
/* button_group.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
#include "button_group.h"
#include "base_button.h"
void ButtonGroup::_add_button(BaseButton *p_button) {
buttons.insert(p_button);
p_button->set_toggle_mode(true);
p_button->set_click_on_press(true);
p_button->connect("pressed", this, "_pressed", make_binds(p_button));
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}
void ButtonGroup::_remove_button(BaseButton *p_button) {
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buttons.erase(p_button);
p_button->disconnect("pressed", this, "_pressed");
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}
void ButtonGroup::set_pressed_button(BaseButton *p_button) {
_pressed(p_button);
}
void ButtonGroup::_pressed(Object *p_button) {
ERR_FAIL_NULL(p_button);
BaseButton *b = p_button->cast_to<BaseButton>();
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ERR_FAIL_COND(!b);
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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BaseButton *bb = E->get();
bb->set_pressed(b == bb);
if (b == bb) {
emit_signal("button_selected", b);
}
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}
}
Array ButtonGroup::_get_button_list() const {
List<BaseButton *> b;
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get_button_list(&b);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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b.sort_custom<Node::Comparator>();
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Array arr;
arr.resize(b.size());
int idx = 0;
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for (List<BaseButton *>::Element *E = b.front(); E; E = E->next(), idx++) {
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arr[idx] = E->get();
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}
return arr;
}
void ButtonGroup::get_button_list(List<BaseButton *> *p_buttons) const {
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for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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p_buttons->push_back(E->get());
}
}
BaseButton *ButtonGroup::get_pressed_button() const {
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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if (E->get()->is_pressed())
return E->get();
}
return NULL;
}
BaseButton *ButtonGroup::get_focused_button() const {
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for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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if (E->get()->has_focus())
return E->get();
}
return NULL;
}
int ButtonGroup::get_pressed_button_index() const {
//in tree order, this is bizarre
ERR_FAIL_COND_V(!is_inside_tree(), 0);
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BaseButton *pressed = get_pressed_button();
if (!pressed)
return -1;
List<BaseButton *> blist;
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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blist.push_back(E->get());
}
blist.sort_custom<Node::Comparator>();
int idx = 0;
for (List<BaseButton *>::Element *E = blist.front(); E; E = E->next()) {
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if (E->get() == pressed)
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return idx;
idx++;
}
return -1;
}
void ButtonGroup::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_pressed_button:BaseButton"), &ButtonGroup::get_pressed_button);
ObjectTypeDB::bind_method(_MD("get_pressed_button_index"), &ButtonGroup::get_pressed_button_index);
ObjectTypeDB::bind_method(_MD("get_focused_button:BaseButton"), &ButtonGroup::get_focused_button);
ObjectTypeDB::bind_method(_MD("get_button_list"), &ButtonGroup::_get_button_list);
ObjectTypeDB::bind_method(_MD("_pressed"), &ButtonGroup::_pressed);
ObjectTypeDB::bind_method(_MD("set_pressed_button", "button:BaseButton"), &ButtonGroup::_pressed);
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ADD_SIGNAL(MethodInfo("button_selected", PropertyInfo(Variant::OBJECT, "button", PROPERTY_HINT_RESOURCE_TYPE, "BaseButton")));
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}
ButtonGroup::ButtonGroup() :
BoxContainer(true) {
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}