godot/scene/gui/button_group.cpp
Juan Linietsky a503f8aadc Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00

168 lines
5.0 KiB
C++

/*************************************************************************/
/* button_group.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 "button_group.h"
#if 0
#include "base_button.h"
void ButtonGroup::_add_button(BaseButton *p_button) {
buttons.insert(p_button);
p_button->set_toggle_mode(true);
p_button->set_click_on_press(true);
p_button->connect("pressed",this,"_pressed",make_binds(p_button));
}
void ButtonGroup::_remove_button(BaseButton *p_button){
buttons.erase(p_button);
p_button->disconnect("pressed",this,"_pressed");
}
void ButtonGroup::set_pressed_button(BaseButton *p_button) {
_pressed(p_button);
}
void ButtonGroup::_pressed(Object *p_button) {
ERR_FAIL_NULL(p_button);
BaseButton *b=p_button->cast_to<BaseButton>();
ERR_FAIL_COND(!b);
for(Set<BaseButton*>::Element *E=buttons.front();E;E=E->next()) {
BaseButton *bb=E->get();
bb->set_pressed( b==bb );
if (b==bb){
emit_signal("button_selected", b);
}
}
}
Array ButtonGroup::_get_button_list() const {
List<BaseButton*> b;
get_button_list(&b);
b.sort_custom<Node::Comparator>();
Array arr;
arr.resize(b.size());
int idx=0;
for(List<BaseButton*>::Element *E=b.front();E;E=E->next(),idx++) {
arr[idx]=E->get();
}
return arr;
}
void ButtonGroup::get_button_list(List<BaseButton*> *p_buttons) const {
for(Set<BaseButton*>::Element *E=buttons.front();E;E=E->next()) {
p_buttons->push_back(E->get());
}
}
BaseButton *ButtonGroup::get_pressed_button() const {
for(Set<BaseButton*>::Element *E=buttons.front();E;E=E->next()) {
if (E->get()->is_pressed())
return E->get();
}
return NULL;
}
BaseButton *ButtonGroup::get_focused_button() const{
for(Set<BaseButton*>::Element *E=buttons.front();E;E=E->next()) {
if (E->get()->has_focus())
return E->get();
}
return NULL;
}
int ButtonGroup::get_pressed_button_index() const {
//in tree order, this is bizarre
ERR_FAIL_COND_V(!is_inside_tree(),0);
BaseButton *pressed = get_pressed_button();
if (!pressed)
return -1;
List<BaseButton*> blist;
for(Set<BaseButton*>::Element *E=buttons.front();E;E=E->next()) {
blist.push_back(E->get());
}
blist.sort_custom<Node::Comparator>();
int idx=0;
for(List<BaseButton*>::Element *E=blist.front();E;E=E->next()) {
if (E->get()==pressed)
return idx;
idx++;
}
return -1;
}
void ButtonGroup::_bind_methods() {
ClassDB::bind_method(_MD("get_pressed_button:BaseButton"),&ButtonGroup::get_pressed_button);
ClassDB::bind_method(_MD("get_pressed_button_index"),&ButtonGroup::get_pressed_button_index);
ClassDB::bind_method(_MD("get_focused_button:BaseButton"),&ButtonGroup::get_focused_button);
ClassDB::bind_method(_MD("get_button_list"),&ButtonGroup::_get_button_list);
ClassDB::bind_method(_MD("_pressed"),&ButtonGroup::_pressed);
ClassDB::bind_method(_MD("set_pressed_button","button:BaseButton"),&ButtonGroup::_pressed);
ADD_SIGNAL( MethodInfo("button_selected",PropertyInfo(Variant::OBJECT,"button",PROPERTY_HINT_RESOURCE_TYPE,"BaseButton")));
}
ButtonGroup::ButtonGroup() : BoxContainer(true)
{
}
#endif