godot/scene/gui/button_group.cpp
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00

161 lines
4.8 KiB
C++

/*************************************************************************/
/* button_group.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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"
#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 );
}
}
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() {
ObjectTypeDB::bind_method(_MD("get_pressed_button:BaseButton"),&ButtonGroup::get_pressed_button);
ObjectTypeDB::bind_method(_MD("get_pressed_button_index"),&ButtonGroup::get_pressed_button_index);
ObjectTypeDB::bind_method(_MD("get_focused_button:BaseButton"),&ButtonGroup::get_focused_button);
ObjectTypeDB::bind_method(_MD("get_button_list"),&ButtonGroup::_get_button_list);
ObjectTypeDB::bind_method(_MD("_pressed"),&ButtonGroup::_pressed);
ObjectTypeDB::bind_method(_MD("set_pressed_button","button:BaseButton"),&ButtonGroup::_pressed);
}
ButtonGroup::ButtonGroup()
{
}