godot/scene/gui/base_button.cpp

491 lines
15 KiB
C++

/*************************************************************************/
/* base_button.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "base_button.h"
#include "core/os/keyboard.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"
void BaseButton::_unpress_group() {
if (!button_group.is_valid()) {
return;
}
if (toggle_mode) {
status.pressed = true;
}
for (Set<BaseButton *>::Element *E = button_group->buttons.front(); E; E = E->next()) {
if (E->get() == this) {
continue;
}
E->get()->set_pressed(false);
}
}
void BaseButton::_gui_input(Ref<InputEvent> p_event) {
if (status.disabled) { // no interaction with disabled button
return;
}
Ref<InputEventMouseButton> mouse_button = p_event;
bool ui_accept = p_event->is_action("ui_accept") && !p_event->is_echo();
bool button_masked = mouse_button.is_valid() && ((1 << (mouse_button->get_button_index() - 1)) & button_mask) != 0;
if (button_masked || ui_accept) {
on_action_event(p_event);
return;
}
Ref<InputEventMouseMotion> mouse_motion = p_event;
if (mouse_motion.is_valid()) {
if (status.press_attempt) {
bool last_press_inside = status.pressing_inside;
status.pressing_inside = has_point(mouse_motion->get_position());
if (last_press_inside != status.pressing_inside) {
update();
}
}
}
}
void BaseButton::_notification(int p_what) {
if (p_what == NOTIFICATION_MOUSE_ENTER) {
status.hovering = true;
update();
}
if (p_what == NOTIFICATION_MOUSE_EXIT) {
status.hovering = false;
update();
}
if (p_what == NOTIFICATION_DRAG_BEGIN || p_what == NOTIFICATION_SCROLL_BEGIN) {
if (status.press_attempt) {
status.press_attempt = false;
update();
}
}
if (p_what == NOTIFICATION_FOCUS_ENTER) {
status.hovering = true;
update();
}
if (p_what == NOTIFICATION_FOCUS_EXIT) {
if (status.press_attempt) {
status.press_attempt = false;
status.hovering = false;
update();
} else if (status.hovering) {
status.hovering = false;
update();
}
}
if (p_what == NOTIFICATION_EXIT_TREE || (p_what == NOTIFICATION_VISIBILITY_CHANGED && !is_visible_in_tree())) {
if (!toggle_mode) {
status.pressed = false;
}
status.hovering = false;
status.press_attempt = false;
status.pressing_inside = false;
}
}
void BaseButton::_pressed() {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed);
}
pressed();
emit_signal("pressed");
}
void BaseButton::_toggled(bool p_pressed) {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled, p_pressed);
}
toggled(p_pressed);
emit_signal("toggled", p_pressed);
}
void BaseButton::on_action_event(Ref<InputEvent> p_event) {
if (p_event->is_pressed()) {
status.press_attempt = true;
status.pressing_inside = true;
emit_signal("button_down");
}
if (status.press_attempt && status.pressing_inside) {
if (toggle_mode) {
if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
if (action_mode == ACTION_MODE_BUTTON_PRESS) {
status.press_attempt = false;
status.pressing_inside = false;
}
status.pressed = !status.pressed;
_unpress_group();
_toggled(status.pressed);
_pressed();
}
} else {
if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
_pressed();
}
}
}
if (!p_event->is_pressed()) {
Ref<InputEventMouseButton> mouse_button = p_event;
if (mouse_button.is_valid()) {
if (!has_point(mouse_button->get_position())) {
status.hovering = false;
}
}
// pressed state should be correct with button_up signal
emit_signal("button_up");
status.press_attempt = false;
status.pressing_inside = false;
}
update();
}
void BaseButton::pressed() {
}
void BaseButton::toggled(bool p_pressed) {
}
void BaseButton::set_disabled(bool p_disabled) {
if (status.disabled == p_disabled) {
return;
}
status.disabled = p_disabled;
if (p_disabled) {
if (!toggle_mode) {
status.pressed = false;
}
status.press_attempt = false;
status.pressing_inside = false;
}
update();
}
bool BaseButton::is_disabled() const {
return status.disabled;
}
void BaseButton::set_pressed(bool p_pressed) {
if (!toggle_mode) {
return;
}
if (status.pressed == p_pressed) {
return;
}
status.pressed = p_pressed;
if (p_pressed) {
_unpress_group();
}
_toggled(status.pressed);
update();
}
bool BaseButton::is_pressing() const {
return status.press_attempt;
}
bool BaseButton::is_pressed() const {
return toggle_mode ? status.pressed : status.press_attempt;
}
bool BaseButton::is_hovered() const {
return status.hovering;
}
BaseButton::DrawMode BaseButton::get_draw_mode() const {
if (status.disabled) {
return DRAW_DISABLED;
};
if (!status.press_attempt && status.hovering) {
if (status.pressed) {
return DRAW_HOVER_PRESSED;
}
return DRAW_HOVER;
} else {
/* determine if pressed or not */
bool pressing;
if (status.press_attempt) {
pressing = (status.pressing_inside || keep_pressed_outside);
if (status.pressed) {
pressing = !pressing;
}
} else {
pressing = status.pressed;
}
if (pressing) {
return DRAW_PRESSED;
} else {
return DRAW_NORMAL;
}
}
return DRAW_NORMAL;
}
void BaseButton::set_toggle_mode(bool p_on) {
// Make sure to set 'pressed' to false if we are not in toggle mode
if (!p_on) {
set_pressed(false);
}
toggle_mode = p_on;
}
bool BaseButton::is_toggle_mode() const {
return toggle_mode;
}
void BaseButton::set_shortcut_in_tooltip(bool p_on) {
shortcut_in_tooltip = p_on;
}
bool BaseButton::is_shortcut_in_tooltip_enabled() const {
return shortcut_in_tooltip;
}
void BaseButton::set_action_mode(ActionMode p_mode) {
action_mode = p_mode;
}
BaseButton::ActionMode BaseButton::get_action_mode() const {
return action_mode;
}
void BaseButton::set_button_mask(int p_mask) {
button_mask = p_mask;
}
int BaseButton::get_button_mask() const {
return button_mask;
}
void BaseButton::set_keep_pressed_outside(bool p_on) {
keep_pressed_outside = p_on;
}
bool BaseButton::is_keep_pressed_outside() const {
return keep_pressed_outside;
}
void BaseButton::set_shortcut(const Ref<Shortcut> &p_shortcut) {
shortcut = p_shortcut;
set_process_unhandled_key_input(shortcut.is_valid());
}
Ref<Shortcut> BaseButton::get_shortcut() const {
return shortcut;
}
void BaseButton::_unhandled_key_input(Ref<InputEvent> p_event) {
if (!_is_focus_owner_in_shorcut_context()) {
return;
}
if (!is_disabled() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
on_action_event(p_event);
accept_event();
}
}
String BaseButton::get_tooltip(const Point2 &p_pos) const {
String tooltip = Control::get_tooltip(p_pos);
if (shortcut_in_tooltip && shortcut.is_valid() && shortcut->is_valid()) {
String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")";
if (tooltip != String() && shortcut->get_name().nocasecmp_to(tooltip) != 0) {
text += "\n" + tooltip;
}
tooltip = text;
}
return tooltip;
}
void BaseButton::set_button_group(const Ref<ButtonGroup> &p_group) {
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
button_group = p_group;
if (button_group.is_valid()) {
button_group->buttons.insert(this);
}
update(); //checkbox changes to radio if set a buttongroup
}
Ref<ButtonGroup> BaseButton::get_button_group() const {
return button_group;
}
void BaseButton::set_shortcut_context(Node *p_node) {
ERR_FAIL_NULL_MSG(p_node, "Shortcut context node can't be null.");
shortcut_context = p_node->get_instance_id();
}
Node *BaseButton::get_shortcut_context() const {
Object *ctx_obj = ObjectDB::get_instance(shortcut_context);
Node *ctx_node = Object::cast_to<Node>(ctx_obj);
return ctx_node;
}
bool BaseButton::_is_focus_owner_in_shorcut_context() const {
if (shortcut_context == ObjectID()) {
// No context, therefore global - always "in" context.
return true;
}
Node *ctx_node = get_shortcut_context();
Control *vp_focus = get_focus_owner();
// If the context is valid and the viewport focus is valid, check if the context is the focus or is a parent of it.
return ctx_node && vp_focus && (ctx_node == vp_focus || ctx_node->is_a_parent_of(vp_focus));
}
void BaseButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"), &BaseButton::_gui_input);
ClassDB::bind_method(D_METHOD("_unhandled_key_input"), &BaseButton::_unhandled_key_input);
ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &BaseButton::set_pressed);
ClassDB::bind_method(D_METHOD("is_pressed"), &BaseButton::is_pressed);
ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered);
ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode);
ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode);
ClassDB::bind_method(D_METHOD("set_shortcut_in_tooltip", "enabled"), &BaseButton::set_shortcut_in_tooltip);
ClassDB::bind_method(D_METHOD("is_shortcut_in_tooltip_enabled"), &BaseButton::is_shortcut_in_tooltip_enabled);
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &BaseButton::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &BaseButton::is_disabled);
ClassDB::bind_method(D_METHOD("set_action_mode", "mode"), &BaseButton::set_action_mode);
ClassDB::bind_method(D_METHOD("get_action_mode"), &BaseButton::get_action_mode);
ClassDB::bind_method(D_METHOD("set_button_mask", "mask"), &BaseButton::set_button_mask);
ClassDB::bind_method(D_METHOD("get_button_mask"), &BaseButton::get_button_mask);
ClassDB::bind_method(D_METHOD("get_draw_mode"), &BaseButton::get_draw_mode);
ClassDB::bind_method(D_METHOD("set_keep_pressed_outside", "enabled"), &BaseButton::set_keep_pressed_outside);
ClassDB::bind_method(D_METHOD("is_keep_pressed_outside"), &BaseButton::is_keep_pressed_outside);
ClassDB::bind_method(D_METHOD("set_shortcut", "shortcut"), &BaseButton::set_shortcut);
ClassDB::bind_method(D_METHOD("get_shortcut"), &BaseButton::get_shortcut);
ClassDB::bind_method(D_METHOD("set_button_group", "button_group"), &BaseButton::set_button_group);
ClassDB::bind_method(D_METHOD("get_button_group"), &BaseButton::get_button_group);
ClassDB::bind_method(D_METHOD("set_shortcut_context", "node"), &BaseButton::set_shortcut_context);
ClassDB::bind_method(D_METHOD("get_shortcut_context"), &BaseButton::get_shortcut_context);
BIND_VMETHOD(MethodInfo("_pressed"));
BIND_VMETHOD(MethodInfo("_toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
ADD_SIGNAL(MethodInfo("pressed"));
ADD_SIGNAL(MethodInfo("button_up"));
ADD_SIGNAL(MethodInfo("button_down"));
ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut", PROPERTY_HINT_RESOURCE_TYPE, "Shortcut"), "set_shortcut", "get_shortcut");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "button_group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut_context", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "set_shortcut_context", "get_shortcut_context");
BIND_ENUM_CONSTANT(DRAW_NORMAL);
BIND_ENUM_CONSTANT(DRAW_PRESSED);
BIND_ENUM_CONSTANT(DRAW_HOVER);
BIND_ENUM_CONSTANT(DRAW_DISABLED);
BIND_ENUM_CONSTANT(DRAW_HOVER_PRESSED);
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_PRESS);
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_RELEASE);
}
BaseButton::BaseButton() {
set_focus_mode(FOCUS_ALL);
}
BaseButton::~BaseButton() {
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
}
void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) {
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
r_buttons->push_back(E->get());
}
}
Array ButtonGroup::_get_buttons() {
Array btns;
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
btns.push_back(E->get());
}
return btns;
}
BaseButton *ButtonGroup::get_pressed_button() {
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
if (E->get()->is_pressed()) {
return E->get();
}
}
return nullptr;
}
void ButtonGroup::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_pressed_button"), &ButtonGroup::get_pressed_button);
ClassDB::bind_method(D_METHOD("get_buttons"), &ButtonGroup::_get_buttons);
}
ButtonGroup::ButtonGroup() {
set_local_to_scene(true);
}