0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
469 lines
15 KiB
C++
469 lines
15 KiB
C++
/*************************************************************************/
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/* base_button.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "base_button.h"
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#include "core/os/keyboard.h"
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#include "scene/main/window.h"
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#include "scene/scene_string_names.h"
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void BaseButton::_unpress_group() {
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if (!button_group.is_valid())
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return;
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if (toggle_mode) {
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status.pressed = true;
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}
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for (Set<BaseButton *>::Element *E = button_group->buttons.front(); E; E = E->next()) {
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if (E->get() == this)
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continue;
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E->get()->set_pressed(false);
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}
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}
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void BaseButton::_gui_input(Ref<InputEvent> p_event) {
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if (status.disabled) // no interaction with disabled button
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return;
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Ref<InputEventMouseButton> mouse_button = p_event;
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bool ui_accept = p_event->is_action("ui_accept") && !p_event->is_echo();
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bool button_masked = mouse_button.is_valid() && ((1 << (mouse_button->get_button_index() - 1)) & button_mask) > 0;
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if (button_masked || ui_accept) {
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on_action_event(p_event);
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return;
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}
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Ref<InputEventMouseMotion> mouse_motion = p_event;
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if (mouse_motion.is_valid()) {
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if (status.press_attempt) {
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bool last_press_inside = status.pressing_inside;
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status.pressing_inside = has_point(mouse_motion->get_position());
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if (last_press_inside != status.pressing_inside) {
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update();
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}
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}
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}
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}
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void BaseButton::_notification(int p_what) {
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if (p_what == NOTIFICATION_MOUSE_ENTER) {
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status.hovering = true;
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update();
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}
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if (p_what == NOTIFICATION_MOUSE_EXIT) {
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status.hovering = false;
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update();
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}
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if (p_what == NOTIFICATION_DRAG_BEGIN || p_what == NOTIFICATION_SCROLL_BEGIN) {
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if (status.press_attempt) {
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status.press_attempt = false;
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update();
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}
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}
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if (p_what == NOTIFICATION_FOCUS_ENTER) {
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status.hovering = true;
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update();
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}
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if (p_what == NOTIFICATION_FOCUS_EXIT) {
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if (status.press_attempt) {
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status.press_attempt = false;
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status.hovering = false;
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update();
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} else if (status.hovering) {
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status.hovering = false;
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update();
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}
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}
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if (p_what == NOTIFICATION_EXIT_TREE || (p_what == NOTIFICATION_VISIBILITY_CHANGED && !is_visible_in_tree())) {
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if (!toggle_mode) {
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status.pressed = false;
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}
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status.hovering = false;
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status.press_attempt = false;
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status.pressing_inside = false;
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}
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}
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void BaseButton::_pressed() {
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if (get_script_instance()) {
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get_script_instance()->call(SceneStringNames::get_singleton()->_pressed);
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}
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pressed();
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emit_signal("pressed");
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}
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void BaseButton::_toggled(bool p_pressed) {
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if (get_script_instance()) {
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get_script_instance()->call(SceneStringNames::get_singleton()->_toggled, p_pressed);
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}
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toggled(p_pressed);
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emit_signal("toggled", p_pressed);
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}
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void BaseButton::on_action_event(Ref<InputEvent> p_event) {
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if (p_event->is_pressed()) {
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status.press_attempt = true;
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status.pressing_inside = true;
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emit_signal("button_down");
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}
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if (status.press_attempt && status.pressing_inside) {
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if (toggle_mode) {
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if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
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if (action_mode == ACTION_MODE_BUTTON_PRESS) {
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status.press_attempt = false;
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status.pressing_inside = false;
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}
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status.pressed = !status.pressed;
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_unpress_group();
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_toggled(status.pressed);
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_pressed();
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}
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} else {
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if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
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_pressed();
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}
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}
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}
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if (!p_event->is_pressed()) {
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Ref<InputEventMouseButton> mouse_button = p_event;
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if (mouse_button.is_valid()) {
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if (!has_point(mouse_button->get_position())) {
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status.hovering = false;
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}
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}
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// pressed state should be correct with button_up signal
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emit_signal("button_up");
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status.press_attempt = false;
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status.pressing_inside = false;
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}
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update();
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}
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void BaseButton::pressed() {
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}
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void BaseButton::toggled(bool p_pressed) {
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}
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void BaseButton::set_disabled(bool p_disabled) {
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if (status.disabled == p_disabled)
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return;
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status.disabled = p_disabled;
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if (p_disabled) {
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if (!toggle_mode) {
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status.pressed = false;
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}
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status.press_attempt = false;
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status.pressing_inside = false;
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}
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update();
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_change_notify("disabled");
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}
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bool BaseButton::is_disabled() const {
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return status.disabled;
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}
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void BaseButton::set_pressed(bool p_pressed) {
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if (!toggle_mode)
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return;
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if (status.pressed == p_pressed)
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return;
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_change_notify("pressed");
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status.pressed = p_pressed;
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if (p_pressed) {
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_unpress_group();
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}
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_toggled(status.pressed);
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update();
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}
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bool BaseButton::is_pressing() const {
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return status.press_attempt;
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}
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bool BaseButton::is_pressed() const {
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return toggle_mode ? status.pressed : status.press_attempt;
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}
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bool BaseButton::is_hovered() const {
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return status.hovering;
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}
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BaseButton::DrawMode BaseButton::get_draw_mode() const {
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if (status.disabled) {
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return DRAW_DISABLED;
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};
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if (!status.press_attempt && status.hovering) {
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if (status.pressed)
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return DRAW_HOVER_PRESSED;
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return DRAW_HOVER;
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} else {
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/* determine if pressed or not */
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bool pressing;
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if (status.press_attempt) {
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pressing = (status.pressing_inside || keep_pressed_outside);
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if (status.pressed)
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pressing = !pressing;
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} else {
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pressing = status.pressed;
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}
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if (pressing)
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return DRAW_PRESSED;
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else
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return DRAW_NORMAL;
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}
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return DRAW_NORMAL;
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}
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void BaseButton::set_toggle_mode(bool p_on) {
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toggle_mode = p_on;
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}
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bool BaseButton::is_toggle_mode() const {
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return toggle_mode;
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}
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void BaseButton::set_shortcut_in_tooltip(bool p_on) {
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shortcut_in_tooltip = p_on;
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}
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bool BaseButton::is_shortcut_in_tooltip_enabled() const {
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return shortcut_in_tooltip;
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}
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void BaseButton::set_action_mode(ActionMode p_mode) {
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action_mode = p_mode;
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}
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BaseButton::ActionMode BaseButton::get_action_mode() const {
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return action_mode;
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}
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void BaseButton::set_button_mask(int p_mask) {
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button_mask = p_mask;
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}
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int BaseButton::get_button_mask() const {
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return button_mask;
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}
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void BaseButton::set_enabled_focus_mode(FocusMode p_mode) {
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enabled_focus_mode = p_mode;
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if (!status.disabled) {
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set_focus_mode(p_mode);
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}
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}
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Control::FocusMode BaseButton::get_enabled_focus_mode() const {
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return enabled_focus_mode;
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}
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void BaseButton::set_keep_pressed_outside(bool p_on) {
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keep_pressed_outside = p_on;
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}
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bool BaseButton::is_keep_pressed_outside() const {
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return keep_pressed_outside;
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}
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void BaseButton::set_shortcut(const Ref<ShortCut> &p_shortcut) {
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shortcut = p_shortcut;
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set_process_unhandled_input(shortcut.is_valid());
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}
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Ref<ShortCut> BaseButton::get_shortcut() const {
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return shortcut;
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}
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void BaseButton::_unhandled_input(Ref<InputEvent> p_event) {
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if (!is_disabled() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
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on_action_event(p_event);
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}
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}
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String BaseButton::get_tooltip(const Point2 &p_pos) const {
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String tooltip = Control::get_tooltip(p_pos);
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if (shortcut_in_tooltip && shortcut.is_valid() && shortcut->is_valid()) {
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String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")";
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if (shortcut->get_name().nocasecmp_to(tooltip) != 0) {
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text += "\n" + tooltip;
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}
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tooltip = text;
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}
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return tooltip;
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}
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void BaseButton::set_button_group(const Ref<ButtonGroup> &p_group) {
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if (button_group.is_valid()) {
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button_group->buttons.erase(this);
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}
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button_group = p_group;
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if (button_group.is_valid()) {
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button_group->buttons.insert(this);
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}
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update(); //checkbox changes to radio if set a buttongroup
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}
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Ref<ButtonGroup> BaseButton::get_button_group() const {
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return button_group;
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}
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void BaseButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_gui_input"), &BaseButton::_gui_input);
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ClassDB::bind_method(D_METHOD("_unhandled_input"), &BaseButton::_unhandled_input);
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ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &BaseButton::set_pressed);
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ClassDB::bind_method(D_METHOD("is_pressed"), &BaseButton::is_pressed);
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ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered);
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ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode);
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ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode);
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ClassDB::bind_method(D_METHOD("set_shortcut_in_tooltip", "enabled"), &BaseButton::set_shortcut_in_tooltip);
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ClassDB::bind_method(D_METHOD("is_shortcut_in_tooltip_enabled"), &BaseButton::is_shortcut_in_tooltip_enabled);
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ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &BaseButton::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &BaseButton::is_disabled);
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ClassDB::bind_method(D_METHOD("set_action_mode", "mode"), &BaseButton::set_action_mode);
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ClassDB::bind_method(D_METHOD("get_action_mode"), &BaseButton::get_action_mode);
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ClassDB::bind_method(D_METHOD("set_button_mask", "mask"), &BaseButton::set_button_mask);
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ClassDB::bind_method(D_METHOD("get_button_mask"), &BaseButton::get_button_mask);
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ClassDB::bind_method(D_METHOD("get_draw_mode"), &BaseButton::get_draw_mode);
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ClassDB::bind_method(D_METHOD("set_enabled_focus_mode", "mode"), &BaseButton::set_enabled_focus_mode);
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ClassDB::bind_method(D_METHOD("get_enabled_focus_mode"), &BaseButton::get_enabled_focus_mode);
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ClassDB::bind_method(D_METHOD("set_keep_pressed_outside", "enabled"), &BaseButton::set_keep_pressed_outside);
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ClassDB::bind_method(D_METHOD("is_keep_pressed_outside"), &BaseButton::is_keep_pressed_outside);
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ClassDB::bind_method(D_METHOD("set_shortcut", "shortcut"), &BaseButton::set_shortcut);
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ClassDB::bind_method(D_METHOD("get_shortcut"), &BaseButton::get_shortcut);
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ClassDB::bind_method(D_METHOD("set_button_group", "button_group"), &BaseButton::set_button_group);
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ClassDB::bind_method(D_METHOD("get_button_group"), &BaseButton::get_button_group);
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BIND_VMETHOD(MethodInfo("_pressed"));
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BIND_VMETHOD(MethodInfo("_toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
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ADD_SIGNAL(MethodInfo("pressed"));
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ADD_SIGNAL(MethodInfo("button_up"));
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ADD_SIGNAL(MethodInfo("button_down"));
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ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "enabled_focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_enabled_focus_mode", "get_enabled_focus_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut", PROPERTY_HINT_RESOURCE_TYPE, "ShortCut"), "set_shortcut", "get_shortcut");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");
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BIND_ENUM_CONSTANT(DRAW_NORMAL);
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BIND_ENUM_CONSTANT(DRAW_PRESSED);
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BIND_ENUM_CONSTANT(DRAW_HOVER);
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BIND_ENUM_CONSTANT(DRAW_DISABLED);
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BIND_ENUM_CONSTANT(DRAW_HOVER_PRESSED);
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BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_PRESS);
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BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_RELEASE);
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}
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BaseButton::BaseButton() {
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toggle_mode = false;
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shortcut_in_tooltip = true;
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keep_pressed_outside = false;
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status.pressed = false;
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status.press_attempt = false;
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status.hovering = false;
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status.pressing_inside = false;
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status.disabled = false;
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set_focus_mode(FOCUS_ALL);
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enabled_focus_mode = FOCUS_ALL;
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action_mode = ACTION_MODE_BUTTON_RELEASE;
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button_mask = BUTTON_MASK_LEFT;
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}
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BaseButton::~BaseButton() {
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if (button_group.is_valid()) {
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button_group->buttons.erase(this);
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}
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}
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void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) {
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for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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r_buttons->push_back(E->get());
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}
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}
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Array ButtonGroup::_get_buttons() {
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Array btns;
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for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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btns.push_back(E->get());
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}
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return btns;
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}
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BaseButton *ButtonGroup::get_pressed_button() {
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for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
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if (E->get()->is_pressed())
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return E->get();
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}
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return nullptr;
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}
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void ButtonGroup::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_pressed_button"), &ButtonGroup::get_pressed_button);
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ClassDB::bind_method(D_METHOD("get_buttons"), &ButtonGroup::_get_buttons);
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}
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ButtonGroup::ButtonGroup() {
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set_local_to_scene(true);
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}
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