godot/scene/gui/base_button.cpp

608 lines
15 KiB
C++

/*************************************************************************/
/* base_button.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "os/keyboard.h"
#include "print_string.h"
#include "scene/scene_string_names.h"
#include "scene/main/viewport.h"
void BaseButton::_unpress_group() {
if (!button_group.is_valid())
return;
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(InputEvent p_event) {
if (status.disabled) // no interaction with disabled button
return;
switch(p_event.type) {
case InputEvent::MOUSE_BUTTON: {
const InputEventMouseButton &b=p_event.mouse_button;
if ( status.disabled || b.button_index!=1 )
return;
if (status.pressing_button)
break;
if (action_mode==ACTION_MODE_BUTTON_PRESS) {
if (b.pressed) {
emit_signal("button_down");
if (!toggle_mode) { //mouse press attempt
status.press_attempt=true;
status.pressing_inside=true;
pressed();
if (get_script_instance()) {
Variant::CallError ce;
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed,NULL,0,ce);
}
emit_signal("pressed");
_unpress_group();
} else {
status.pressed=!status.pressed;
pressed();
if (get_script_instance()) {
Variant::CallError ce;
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed,NULL,0,ce);
}
emit_signal("pressed");
_unpress_group();
toggled(status.pressed);
emit_signal("toggled",status.pressed);
}
} else {
emit_signal("button_up");
/* this is pointless if (status.press_attempt && status.pressing_inside) {
//released();
emit_signal("released");
}
*/
status.press_attempt=false;
}
update();
break;
}
if (b.pressed) {
status.press_attempt=true;
status.pressing_inside=true;
emit_signal("button_down");
} else {
emit_signal("button_up");
if (status.press_attempt &&status.pressing_inside) {
if (!toggle_mode) { //mouse press attempt
pressed();
if (get_script_instance()) {
Variant::CallError ce;
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed,NULL,0,ce);
}
emit_signal("pressed");
} else {
status.pressed=!status.pressed;
pressed();
emit_signal("pressed");
toggled(status.pressed);
emit_signal("toggled",status.pressed);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled,status.pressed);
}
}
_unpress_group();
}
status.press_attempt=false;
}
update();
} break;
case InputEvent::MOUSE_MOTION: {
if (status.press_attempt && status.pressing_button==0) {
bool last_press_inside=status.pressing_inside;
status.pressing_inside=has_point(Point2(p_event.mouse_motion.x,p_event.mouse_motion.y));
if (last_press_inside!=status.pressing_inside)
update();
}
} break;
case InputEvent::ACTION:
case InputEvent::JOYPAD_BUTTON:
case InputEvent::KEY: {
if (p_event.is_echo()) {
break;
}
if (status.disabled) {
break;
}
if (status.press_attempt && status.pressing_button==0) {
break;
}
if (p_event.is_action("ui_accept")) {
if (p_event.is_pressed()) {
status.pressing_button++;
status.press_attempt=true;
status.pressing_inside=true;
emit_signal("button_down");
} else if (status.press_attempt) {
if (status.pressing_button)
status.pressing_button--;
if (status.pressing_button)
break;
status.press_attempt=false;
status.pressing_inside=false;
emit_signal("button_up");
if (!toggle_mode) { //mouse press attempt
pressed();
emit_signal("pressed");
} else {
status.pressed=!status.pressed;
pressed();
emit_signal("pressed");
toggled(status.pressed);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled,status.pressed);
}
emit_signal("toggled",status.pressed);
}
_unpress_group();
}
accept_event();
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) {
if (status.press_attempt) {
status.press_attempt=false;
status.pressing_button=0;
update();
}
}
if (p_what==NOTIFICATION_FOCUS_ENTER) {
status.hovering=true;
update();
}
if (p_what==NOTIFICATION_FOCUS_EXIT) {
if (status.pressing_button && status.press_attempt) {
status.press_attempt=false;
status.pressing_button=0;
status.hovering=false;
update();
} else if (status.hovering) {
status.hovering=false;
update();
}
}
if (p_what==NOTIFICATION_ENTER_TREE) {
}
if (p_what==NOTIFICATION_EXIT_TREE) {
}
if (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;
status.pressing_button = 0;
}
}
void BaseButton::pressed() {
if (get_script_instance())
get_script_instance()->call("pressed");
}
void BaseButton::toggled(bool p_pressed) {
if (get_script_instance()) {
get_script_instance()->call("toggled",p_pressed);
}
}
void BaseButton::set_disabled(bool p_disabled) {
status.disabled = p_disabled;
update();
_change_notify("disabled");
if (p_disabled)
set_focus_mode(FOCUS_NONE);
else
set_focus_mode(enabled_focus_mode);
}
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;
_change_notify("pressed");
status.pressed=p_pressed;
if (p_pressed) {
_unpress_group();
}
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;
};
//print_line("press attempt: "+itos(status.press_attempt)+" hover: "+itos(status.hovering)+" pressed: "+itos(status.pressed));
if (status.press_attempt==false && status.hovering && !status.pressed) {
return DRAW_HOVER;
} else {
/* determine if pressed or not */
bool pressing;
if (status.press_attempt) {
pressing=status.pressing_inside;
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) {
toggle_mode=p_on;
}
bool BaseButton::is_toggle_mode() const {
return toggle_mode;
}
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_enabled_focus_mode(FocusMode p_mode) {
enabled_focus_mode = p_mode;
if (!status.disabled) {
set_focus_mode( p_mode );
}
}
Control::FocusMode BaseButton::get_enabled_focus_mode() const {
return enabled_focus_mode;
}
void BaseButton::set_shortcut(const Ref<ShortCut>& p_shortcut) {
if (shortcut.is_null() == p_shortcut.is_null())
return;
shortcut=p_shortcut;
set_process_unhandled_input(shortcut.is_valid());
}
Ref<ShortCut> BaseButton:: get_shortcut() const {
return shortcut;
}
void BaseButton::_unhandled_input(InputEvent p_event) {
if (!is_disabled() && is_visible_in_tree() && p_event.is_pressed() && !p_event.is_echo() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
if (get_viewport()->get_modal_stack_top() && !get_viewport()->get_modal_stack_top()->is_a_parent_of(this))
return; //ignore because of modal window
if (is_toggle_mode()) {
set_pressed(!is_pressed());
emit_signal("toggled",is_pressed());
}
emit_signal("pressed");
}
}
String BaseButton::get_tooltip(const Point2& p_pos) const {
String tooltip=Control::get_tooltip(p_pos);
if (shortcut.is_valid() && shortcut->is_valid()) {
if (tooltip.find("$sc")!=-1) {
tooltip=tooltip.replace_first("$sc","("+shortcut->get_as_text()+")");
} else {
tooltip+=" ("+shortcut->get_as_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::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"),&BaseButton::_gui_input);
ClassDB::bind_method(D_METHOD("_unhandled_input"),&BaseButton::_unhandled_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_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("get_draw_mode"),&BaseButton::get_draw_mode);
ClassDB::bind_method(D_METHOD("set_enabled_focus_mode","mode"),&BaseButton::set_enabled_focus_mode);
ClassDB::bind_method(D_METHOD("get_enabled_focus_mode"),&BaseButton::get_enabled_focus_mode);
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);
BIND_VMETHOD(MethodInfo("_pressed"));
BIND_VMETHOD(MethodInfo("_toggled",PropertyInfo(Variant::BOOL,"pressed")));
ADD_SIGNAL( MethodInfo("pressed" ) );
ADD_SIGNAL( MethodInfo("button_up") );
ADD_SIGNAL( MethodInfo("button_down") );
ADD_SIGNAL( MethodInfo("toggled", PropertyInfo( Variant::BOOL,"pressed") ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "is_pressed"), "set_pressed", "is_pressed");
ADD_PROPERTYNO( PropertyInfo( Variant::INT, "action_mode",PROPERTY_HINT_ENUM,"Button Press,Button Release"), "set_action_mode", "get_action_mode");
ADD_PROPERTY( PropertyInfo( Variant::INT,"enabled_focus_mode", PROPERTY_HINT_ENUM, "None,Click,All" ), "set_enabled_focus_mode", "get_enabled_focus_mode") ;
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "shortcut",PROPERTY_HINT_RESOURCE_TYPE,"ShortCut"), "set_shortcut", "get_shortcut");
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "group",PROPERTY_HINT_RESOURCE_TYPE,"ButtonGroup"), "set_button_group", "get_button_group");
BIND_CONSTANT( DRAW_NORMAL );
BIND_CONSTANT( DRAW_PRESSED );
BIND_CONSTANT( DRAW_HOVER );
BIND_CONSTANT( DRAW_DISABLED );
BIND_CONSTANT( ACTION_MODE_BUTTON_PRESS );
BIND_CONSTANT( ACTION_MODE_BUTTON_RELEASE );
}
BaseButton::BaseButton() {
toggle_mode=false;
status.pressed=false;
status.press_attempt=false;
status.hovering=false;
status.pressing_inside=false;
status.disabled = false;
status.pressing_button=0;
set_focus_mode( FOCUS_ALL );
enabled_focus_mode = FOCUS_ALL;
action_mode=ACTION_MODE_BUTTON_RELEASE;
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
}
BaseButton::~BaseButton()
{
}
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());
}
}
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 NULL;
}
void ButtonGroup::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_pressed_button:BaseButton"),&ButtonGroup::get_pressed_button);
}
ButtonGroup::ButtonGroup() {
set_local_to_scene(true);
}