godot/scene/gui/texture_button.cpp
Micky e31bb5ffeb Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.

Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.

Just a few comments have also been changed to say "redraw".

In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-29 14:59:47 +02:00

426 lines
14 KiB
C++

/*************************************************************************/
/* texture_button.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "texture_button.h"
#include "core/typedefs.h"
#include <stdlib.h>
Size2 TextureButton::get_minimum_size() const {
Size2 rscale = Control::get_minimum_size();
if (!ignore_texture_size) {
if (normal.is_null()) {
if (pressed.is_null()) {
if (hover.is_null()) {
if (click_mask.is_null()) {
rscale = Size2();
} else {
rscale = click_mask->get_size();
}
} else {
rscale = hover->get_size();
}
} else {
rscale = pressed->get_size();
}
} else {
rscale = normal->get_size();
}
}
return rscale.abs();
}
bool TextureButton::has_point(const Point2 &p_point) const {
if (click_mask.is_valid()) {
Point2 point = p_point;
Rect2 rect = Rect2();
Size2 mask_size = click_mask->get_size();
if (_position_rect.has_no_area()) {
rect.size = mask_size;
} else if (_tile) {
// if the stretch mode is tile we offset the point to keep it inside the mask size
rect.size = mask_size;
if (_position_rect.has_point(point)) {
int cols = (int)Math::ceil(_position_rect.size.x / mask_size.x);
int rows = (int)Math::ceil(_position_rect.size.y / mask_size.y);
int col = (int)(point.x / mask_size.x) % cols;
int row = (int)(point.y / mask_size.y) % rows;
point.x -= mask_size.x * col;
point.y -= mask_size.y * row;
}
} else {
// we need to transform the point from our scaled / translated image back to our mask image
Point2 ofs = _position_rect.position;
Size2 scale = mask_size / _position_rect.size;
switch (stretch_mode) {
case STRETCH_KEEP_ASPECT_COVERED: {
// if the stretch mode is aspect covered the image uses a texture region so we need to take that into account
float min = MIN(scale.x, scale.y);
scale.x = min;
scale.y = min;
ofs -= _texture_region.position / min;
} break;
default: {
// FIXME: Why a switch if we only handle one enum value?
}
}
// offset and scale the new point position to adjust it to the bitmask size
point -= ofs;
point *= scale;
// finally, we need to check if the point is inside a rectangle with a position >= 0,0 and a size <= mask_size
rect.position = Point2(MAX(0, _texture_region.position.x), MAX(0, _texture_region.position.y));
rect.size = Size2(MIN(mask_size.x, _texture_region.size.x), MIN(mask_size.y, _texture_region.size.y));
}
if (!rect.has_point(point)) {
return false;
}
Point2i p = point;
return click_mask->get_bit(p);
}
return Control::has_point(p_point);
}
void TextureButton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
DrawMode draw_mode = get_draw_mode();
Ref<Texture2D> texdraw;
switch (draw_mode) {
case DRAW_NORMAL: {
if (normal.is_valid()) {
texdraw = normal;
}
} break;
case DRAW_HOVER_PRESSED:
case DRAW_PRESSED: {
if (pressed.is_null()) {
if (hover.is_null()) {
if (normal.is_valid()) {
texdraw = normal;
}
} else {
texdraw = hover;
}
} else {
texdraw = pressed;
}
} break;
case DRAW_HOVER: {
if (hover.is_null()) {
if (pressed.is_valid() && is_pressed()) {
texdraw = pressed;
} else if (normal.is_valid()) {
texdraw = normal;
}
} else {
texdraw = hover;
}
} break;
case DRAW_DISABLED: {
if (disabled.is_null()) {
if (normal.is_valid()) {
texdraw = normal;
}
} else {
texdraw = disabled;
}
} break;
}
Point2 ofs;
Size2 size;
bool draw_focus = (has_focus() && focused.is_valid());
// If no other texture is valid, try using focused texture.
bool draw_focus_only = draw_focus && !texdraw.is_valid();
if (draw_focus_only) {
texdraw = focused;
}
if (texdraw.is_valid()) {
size = texdraw->get_size();
_texture_region = Rect2(Point2(), texdraw->get_size());
_tile = false;
switch (stretch_mode) {
case STRETCH_KEEP:
size = texdraw->get_size();
break;
case STRETCH_SCALE:
size = get_size();
break;
case STRETCH_TILE:
size = get_size();
_tile = true;
break;
case STRETCH_KEEP_CENTERED:
ofs = (get_size() - texdraw->get_size()) / 2;
size = texdraw->get_size();
break;
case STRETCH_KEEP_ASPECT_CENTERED:
case STRETCH_KEEP_ASPECT: {
Size2 _size = get_size();
float tex_width = texdraw->get_width() * _size.height / texdraw->get_height();
float tex_height = _size.height;
if (tex_width > _size.width) {
tex_width = _size.width;
tex_height = texdraw->get_height() * tex_width / texdraw->get_width();
}
if (stretch_mode == STRETCH_KEEP_ASPECT_CENTERED) {
ofs.x = (_size.width - tex_width) / 2;
ofs.y = (_size.height - tex_height) / 2;
}
size.width = tex_width;
size.height = tex_height;
} break;
case STRETCH_KEEP_ASPECT_COVERED: {
size = get_size();
Size2 tex_size = texdraw->get_size();
Size2 scale_size(size.width / tex_size.width, size.height / tex_size.height);
float scale = scale_size.width > scale_size.height ? scale_size.width : scale_size.height;
Size2 scaled_tex_size = tex_size * scale;
Point2 ofs2 = ((scaled_tex_size - size) / scale).abs() / 2.0f;
_texture_region = Rect2(ofs2, size / scale);
} break;
}
_position_rect = Rect2(ofs, size);
size.width *= hflip ? -1.0f : 1.0f;
size.height *= vflip ? -1.0f : 1.0f;
if (draw_focus_only) {
// Do nothing, we only needed to calculate the rectangle.
} else if (_tile) {
draw_texture_rect(texdraw, Rect2(ofs, size), _tile);
} else {
draw_texture_rect_region(texdraw, Rect2(ofs, size), _texture_region);
}
} else {
_position_rect = Rect2();
}
if (draw_focus) {
draw_texture_rect(focused, Rect2(ofs, size), false);
};
} break;
}
}
void TextureButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_normal_texture", "texture"), &TextureButton::set_normal_texture);
ClassDB::bind_method(D_METHOD("set_pressed_texture", "texture"), &TextureButton::set_pressed_texture);
ClassDB::bind_method(D_METHOD("set_hover_texture", "texture"), &TextureButton::set_hover_texture);
ClassDB::bind_method(D_METHOD("set_disabled_texture", "texture"), &TextureButton::set_disabled_texture);
ClassDB::bind_method(D_METHOD("set_focused_texture", "texture"), &TextureButton::set_focused_texture);
ClassDB::bind_method(D_METHOD("set_click_mask", "mask"), &TextureButton::set_click_mask);
ClassDB::bind_method(D_METHOD("set_ignore_texture_size", "ignore"), &TextureButton::set_ignore_texture_size);
ClassDB::bind_method(D_METHOD("set_stretch_mode", "mode"), &TextureButton::set_stretch_mode);
ClassDB::bind_method(D_METHOD("set_flip_h", "enable"), &TextureButton::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &TextureButton::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "enable"), &TextureButton::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &TextureButton::is_flipped_v);
ClassDB::bind_method(D_METHOD("get_normal_texture"), &TextureButton::get_normal_texture);
ClassDB::bind_method(D_METHOD("get_pressed_texture"), &TextureButton::get_pressed_texture);
ClassDB::bind_method(D_METHOD("get_hover_texture"), &TextureButton::get_hover_texture);
ClassDB::bind_method(D_METHOD("get_disabled_texture"), &TextureButton::get_disabled_texture);
ClassDB::bind_method(D_METHOD("get_focused_texture"), &TextureButton::get_focused_texture);
ClassDB::bind_method(D_METHOD("get_click_mask"), &TextureButton::get_click_mask);
ClassDB::bind_method(D_METHOD("get_ignore_texture_size"), &TextureButton::get_ignore_texture_size);
ClassDB::bind_method(D_METHOD("get_stretch_mode"), &TextureButton::get_stretch_mode);
ADD_GROUP("Textures", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_texture", "get_normal_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_pressed_texture", "get_pressed_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_hover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_hover_texture", "get_hover_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_disabled", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_disabled_texture", "get_disabled_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_focused", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_focused_texture", "get_focused_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_click_mask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_click_mask", "get_click_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_texture_size", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_ignore_texture_size", "get_ignore_texture_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "stretch_mode", PROPERTY_HINT_ENUM, "Scale,Tile,Keep,Keep Centered,Keep Aspect,Keep Aspect Centered,Keep Aspect Covered"), "set_stretch_mode", "get_stretch_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_flip_v", "is_flipped_v");
BIND_ENUM_CONSTANT(STRETCH_SCALE);
BIND_ENUM_CONSTANT(STRETCH_TILE);
BIND_ENUM_CONSTANT(STRETCH_KEEP);
BIND_ENUM_CONSTANT(STRETCH_KEEP_CENTERED);
BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT);
BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_CENTERED);
BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_COVERED);
}
void TextureButton::set_normal_texture(const Ref<Texture2D> &p_normal) {
if (normal == p_normal) {
return;
}
normal = p_normal;
queue_redraw();
update_minimum_size();
}
void TextureButton::set_pressed_texture(const Ref<Texture2D> &p_pressed) {
if (pressed == p_pressed) {
return;
}
pressed = p_pressed;
queue_redraw();
update_minimum_size();
}
void TextureButton::set_hover_texture(const Ref<Texture2D> &p_hover) {
if (hover == p_hover) {
return;
}
hover = p_hover;
queue_redraw();
update_minimum_size();
}
void TextureButton::set_disabled_texture(const Ref<Texture2D> &p_disabled) {
if (disabled == p_disabled) {
return;
}
disabled = p_disabled;
queue_redraw();
}
void TextureButton::set_click_mask(const Ref<BitMap> &p_click_mask) {
if (click_mask == p_click_mask) {
return;
}
click_mask = p_click_mask;
queue_redraw();
update_minimum_size();
}
Ref<Texture2D> TextureButton::get_normal_texture() const {
return normal;
}
Ref<Texture2D> TextureButton::get_pressed_texture() const {
return pressed;
}
Ref<Texture2D> TextureButton::get_hover_texture() const {
return hover;
}
Ref<Texture2D> TextureButton::get_disabled_texture() const {
return disabled;
}
Ref<BitMap> TextureButton::get_click_mask() const {
return click_mask;
}
Ref<Texture2D> TextureButton::get_focused_texture() const {
return focused;
};
void TextureButton::set_focused_texture(const Ref<Texture2D> &p_focused) {
focused = p_focused;
};
bool TextureButton::get_ignore_texture_size() const {
return ignore_texture_size;
}
void TextureButton::set_ignore_texture_size(bool p_ignore) {
if (ignore_texture_size == p_ignore) {
return;
}
ignore_texture_size = p_ignore;
update_minimum_size();
queue_redraw();
}
void TextureButton::set_stretch_mode(StretchMode p_stretch_mode) {
if (stretch_mode == p_stretch_mode) {
return;
}
stretch_mode = p_stretch_mode;
queue_redraw();
}
TextureButton::StretchMode TextureButton::get_stretch_mode() const {
return stretch_mode;
}
void TextureButton::set_flip_h(bool p_flip) {
if (hflip == p_flip) {
return;
}
hflip = p_flip;
queue_redraw();
}
bool TextureButton::is_flipped_h() const {
return hflip;
}
void TextureButton::set_flip_v(bool p_flip) {
if (vflip == p_flip) {
return;
}
vflip = p_flip;
queue_redraw();
}
bool TextureButton::is_flipped_v() const {
return vflip;
}
TextureButton::TextureButton() {}