virtualx-engine/scene/gui/base_button.h

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/*************************************************************************/
/* base_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef BASE_BUTTON_H
#define BASE_BUTTON_H
#include "scene/gui/control.h"
class ButtonGroup;
class BaseButton : public Control {
GDCLASS(BaseButton, Control);
public:
enum ActionMode {
ACTION_MODE_BUTTON_PRESS,
ACTION_MODE_BUTTON_RELEASE,
};
private:
int button_mask = MOUSE_BUTTON_MASK_LEFT;
bool toggle_mode = false;
bool shortcut_in_tooltip = true;
bool keep_pressed_outside = false;
Ref<Shortcut> shortcut;
ObjectID shortcut_context;
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ActionMode action_mode = ACTION_MODE_BUTTON_RELEASE;
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struct Status {
bool pressed = false;
bool hovering = false;
bool press_attempt = false;
bool pressing_inside = false;
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bool disabled = false;
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} status;
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Ref<ButtonGroup> button_group;
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void _unpress_group();
void _pressed();
void _toggled(bool p_pressed);
void on_action_event(Ref<InputEvent> p_event);
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protected:
virtual void pressed();
virtual void toggled(bool p_pressed);
static void _bind_methods();
virtual void _gui_input(Ref<InputEvent> p_event);
virtual void _unhandled_key_input(Ref<InputEvent> p_event);
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void _notification(int p_what);
bool _is_focus_owner_in_shorcut_context() const;
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public:
enum DrawMode {
DRAW_NORMAL,
DRAW_PRESSED,
DRAW_HOVER,
DRAW_DISABLED,
DRAW_HOVER_PRESSED,
};
DrawMode get_draw_mode() const;
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/* Signals */
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bool is_pressed() const; ///< return whether button is pressed (toggled in)
bool is_pressing() const; ///< return whether button is pressed (toggled in)
bool is_hovered() const;
void set_pressed(bool p_pressed); // Only works in toggle mode.
void set_pressed_no_signal(bool p_pressed);
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void set_toggle_mode(bool p_on);
bool is_toggle_mode() const;
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void set_shortcut_in_tooltip(bool p_on);
bool is_shortcut_in_tooltip_enabled() const;
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void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_action_mode(ActionMode p_mode);
ActionMode get_action_mode() const;
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void set_keep_pressed_outside(bool p_on);
bool is_keep_pressed_outside() const;
void set_button_mask(int p_mask);
int get_button_mask() const;
void set_shortcut(const Ref<Shortcut> &p_shortcut);
Ref<Shortcut> get_shortcut() const;
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virtual String get_tooltip(const Point2 &p_pos) const override;
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void set_button_group(const Ref<ButtonGroup> &p_group);
Ref<ButtonGroup> get_button_group() const;
void set_shortcut_context(Node *p_node);
Node *get_shortcut_context() const;
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BaseButton();
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~BaseButton();
};
VARIANT_ENUM_CAST(BaseButton::DrawMode)
VARIANT_ENUM_CAST(BaseButton::ActionMode)
class ButtonGroup : public Resource {
GDCLASS(ButtonGroup, Resource);
friend class BaseButton;
Set<BaseButton *> buttons;
protected:
static void _bind_methods();
public:
BaseButton *get_pressed_button();
void get_buttons(List<BaseButton *> *r_buttons);
Array _get_buttons();
ButtonGroup();
};
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#endif