0f687f0ccb
This saves typing and is a step towards fixing #56
608 lines
15 KiB
C++
608 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "os/keyboard.h"
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#include "print_string.h"
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#include "scene/scene_string_names.h"
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#include "scene/main/viewport.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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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(InputEvent p_event) {
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if (status.disabled) // no interaction with disabled button
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return;
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switch(p_event.type) {
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case InputEvent::MOUSE_BUTTON: {
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const InputEventMouseButton &b=p_event.mouse_button;
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if ( status.disabled || b.button_index!=1 )
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return;
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if (status.pressing_button)
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break;
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if (action_mode==ACTION_MODE_BUTTON_PRESS) {
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if (b.pressed) {
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emit_signal("button_down");
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if (!toggle_mode) { //mouse press attempt
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status.press_attempt=true;
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status.pressing_inside=true;
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pressed();
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if (get_script_instance()) {
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Variant::CallError ce;
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get_script_instance()->call(SceneStringNames::get_singleton()->_pressed,NULL,0,ce);
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}
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emit_signal("pressed");
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_unpress_group();
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} else {
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status.pressed=!status.pressed;
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pressed();
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if (get_script_instance()) {
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Variant::CallError ce;
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get_script_instance()->call(SceneStringNames::get_singleton()->_pressed,NULL,0,ce);
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}
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emit_signal("pressed");
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_unpress_group();
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toggled(status.pressed);
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emit_signal("toggled",status.pressed);
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}
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} else {
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emit_signal("button_up");
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/* this is pointless if (status.press_attempt && status.pressing_inside) {
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//released();
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emit_signal("released");
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}
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*/
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status.press_attempt=false;
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}
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update();
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break;
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}
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if (b.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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} else {
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emit_signal("button_up");
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if (status.press_attempt &&status.pressing_inside) {
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if (!toggle_mode) { //mouse press attempt
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pressed();
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if (get_script_instance()) {
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Variant::CallError ce;
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get_script_instance()->call(SceneStringNames::get_singleton()->_pressed,NULL,0,ce);
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}
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emit_signal("pressed");
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} else {
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status.pressed=!status.pressed;
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pressed();
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emit_signal("pressed");
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toggled(status.pressed);
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emit_signal("toggled",status.pressed);
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if (get_script_instance()) {
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get_script_instance()->call(SceneStringNames::get_singleton()->_toggled,status.pressed);
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}
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}
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_unpress_group();
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}
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status.press_attempt=false;
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}
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update();
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} break;
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case InputEvent::MOUSE_MOTION: {
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if (status.press_attempt && status.pressing_button==0) {
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bool last_press_inside=status.pressing_inside;
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status.pressing_inside=has_point(Point2(p_event.mouse_motion.x,p_event.mouse_motion.y));
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if (last_press_inside!=status.pressing_inside)
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update();
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}
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} break;
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case InputEvent::ACTION:
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case InputEvent::JOYPAD_BUTTON:
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case InputEvent::KEY: {
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if (p_event.is_echo()) {
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break;
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}
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if (status.disabled) {
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break;
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}
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if (status.press_attempt && status.pressing_button==0) {
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break;
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}
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if (p_event.is_action("ui_accept")) {
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if (p_event.is_pressed()) {
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status.pressing_button++;
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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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} else if (status.press_attempt) {
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if (status.pressing_button)
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status.pressing_button--;
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if (status.pressing_button)
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break;
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status.press_attempt=false;
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status.pressing_inside=false;
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emit_signal("button_up");
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if (!toggle_mode) { //mouse press attempt
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pressed();
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emit_signal("pressed");
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} else {
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status.pressed=!status.pressed;
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pressed();
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emit_signal("pressed");
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toggled(status.pressed);
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if (get_script_instance()) {
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get_script_instance()->call(SceneStringNames::get_singleton()->_toggled,status.pressed);
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}
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emit_signal("toggled",status.pressed);
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}
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_unpress_group();
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}
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accept_event();
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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) {
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if (status.press_attempt) {
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status.press_attempt=false;
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status.pressing_button=0;
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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.pressing_button && status.press_attempt) {
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status.press_attempt=false;
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status.pressing_button=0;
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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_ENTER_TREE) {
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}
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if (p_what==NOTIFICATION_EXIT_TREE) {
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}
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if (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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status.pressing_button = 0;
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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("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("toggled",p_pressed);
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}
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}
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void BaseButton::set_disabled(bool p_disabled) {
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status.disabled = p_disabled;
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update();
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_change_notify("disabled");
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if (p_disabled)
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set_focus_mode(FOCUS_NONE);
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else
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set_focus_mode(enabled_focus_mode);
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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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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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//print_line("press attempt: "+itos(status.press_attempt)+" hover: "+itos(status.hovering)+" pressed: "+itos(status.pressed));
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if (status.press_attempt==false && status.hovering && !status.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;
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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_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_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_shortcut(const Ref<ShortCut>& p_shortcut) {
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if (shortcut.is_null() == p_shortcut.is_null())
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return;
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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(InputEvent p_event) {
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if (!is_disabled() && is_visible_in_tree() && p_event.is_pressed() && !p_event.is_echo() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
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if (get_viewport()->get_modal_stack_top() && !get_viewport()->get_modal_stack_top()->is_a_parent_of(this))
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return; //ignore because of modal window
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if (is_toggle_mode()) {
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set_pressed(!is_pressed());
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emit_signal("toggled",is_pressed());
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}
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emit_signal("pressed");
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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.is_valid() && shortcut->is_valid()) {
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if (tooltip.find("$sc")!=-1) {
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tooltip=tooltip.replace_first("$sc","("+shortcut->get_as_text()+")");
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} else {
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tooltip+=" ("+shortcut->get_as_text()+")";
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}
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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(_MD("_gui_input"),&BaseButton::_gui_input);
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ClassDB::bind_method(_MD("_unhandled_input"),&BaseButton::_unhandled_input);
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ClassDB::bind_method(_MD("set_pressed","pressed"),&BaseButton::set_pressed);
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ClassDB::bind_method(_MD("is_pressed"),&BaseButton::is_pressed);
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ClassDB::bind_method(_MD("is_hovered"),&BaseButton::is_hovered);
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ClassDB::bind_method(_MD("set_toggle_mode","enabled"),&BaseButton::set_toggle_mode);
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ClassDB::bind_method(_MD("is_toggle_mode"),&BaseButton::is_toggle_mode);
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ClassDB::bind_method(_MD("set_disabled","disabled"),&BaseButton::set_disabled);
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ClassDB::bind_method(_MD("is_disabled"),&BaseButton::is_disabled);
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ClassDB::bind_method(_MD("set_action_mode","mode"),&BaseButton::set_action_mode);
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ClassDB::bind_method(_MD("get_action_mode"),&BaseButton::get_action_mode);
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ClassDB::bind_method(_MD("get_draw_mode"),&BaseButton::get_draw_mode);
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ClassDB::bind_method(_MD("set_enabled_focus_mode","mode"),&BaseButton::set_enabled_focus_mode);
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ClassDB::bind_method(_MD("get_enabled_focus_mode"),&BaseButton::get_enabled_focus_mode);
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ClassDB::bind_method(_MD("set_shortcut","shortcut"),&BaseButton::set_shortcut);
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ClassDB::bind_method(_MD("get_shortcut"),&BaseButton::get_shortcut);
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ClassDB::bind_method(_MD("set_button_group","button_group"),&BaseButton::set_button_group);
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ClassDB::bind_method(_MD("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,"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,"pressed") ) );
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ADD_PROPERTYNZ( 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_PROPERTYNZ( PropertyInfo( Variant::BOOL, "is_pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTYNO( 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,"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::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_CONSTANT( DRAW_NORMAL );
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BIND_CONSTANT( DRAW_PRESSED );
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BIND_CONSTANT( DRAW_HOVER );
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BIND_CONSTANT( DRAW_DISABLED );
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BIND_CONSTANT( ACTION_MODE_BUTTON_PRESS );
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BIND_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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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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status.pressing_button=0;
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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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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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BaseButton::~BaseButton()
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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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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 NULL;
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}
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void ButtonGroup::_bind_methods() {
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ClassDB::bind_method(_MD("get_pressed_button:BaseButton"),&ButtonGroup::get_pressed_button);
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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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