virtualx-engine/scene/gui/base_button.cpp

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/*************************************************************************/
/* base_button.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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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#include "base_button.h"
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#include "os/keyboard.h"
#include "print_string.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
void BaseButton::_unpress_group() {
if (!button_group.is_valid())
return;
if (toggle_mode) {
status.pressed = true;
}
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(Ref<InputEvent> p_event) {
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if (status.disabled) // no interaction with disabled button
return;
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Ref<InputEventMouseButton> b = p_event;
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if (b.is_valid()) {
if (status.disabled || ((1 << (b->get_button_index() - 1)) & button_mask) == 0)
return;
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if (status.pressing_button)
return;
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if (action_mode == ACTION_MODE_BUTTON_PRESS) {
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if (b->is_pressed()) {
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emit_signal("button_down");
if (!toggle_mode) { //mouse press attempt
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status.press_attempt = true;
status.pressing_inside = true;
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pressed();
if (get_script_instance()) {
Variant::CallError ce;
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed, NULL, 0, ce);
}
emit_signal("pressed");
_unpress_group();
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} else {
status.pressed = !status.pressed;
pressed();
emit_signal("pressed");
_unpress_group();
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toggled(status.pressed);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled, status.pressed);
}
emit_signal("toggled", status.pressed);
}
} else {
emit_signal("button_up");
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/* this is pointless if (status.press_attempt && status.pressing_inside) {
//released();
emit_signal("released");
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}
*/
status.press_attempt = false;
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}
update();
return;
}
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if (b->is_pressed()) {
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status.press_attempt = true;
status.pressing_inside = true;
emit_signal("button_down");
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} else {
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emit_signal("button_up");
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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);
}
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emit_signal("pressed");
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} else {
status.pressed = !status.pressed;
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pressed();
emit_signal("pressed");
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toggled(status.pressed);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled, status.pressed);
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}
emit_signal("toggled", status.pressed);
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}
_unpress_group();
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}
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status.press_attempt = false;
}
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update();
}
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
if (status.press_attempt && status.pressing_button == 0) {
bool last_press_inside = status.pressing_inside;
status.pressing_inside = has_point(mm->get_position());
if (last_press_inside != status.pressing_inside)
update();
}
}
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if (!mm.is_valid() && !b.is_valid()) {
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if (p_event->is_echo()) {
return;
}
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if (status.disabled) {
return;
}
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if (status.press_attempt && status.pressing_button == 0) {
return;
}
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if (p_event->is_action("ui_accept")) {
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if (p_event->is_pressed()) {
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status.pressing_button++;
status.press_attempt = true;
status.pressing_inside = true;
emit_signal("button_down");
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} else if (status.press_attempt) {
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if (status.pressing_button)
status.pressing_button--;
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if (status.pressing_button)
return;
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status.press_attempt = false;
status.pressing_inside = false;
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emit_signal("button_up");
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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);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled, status.pressed);
}
emit_signal("toggled", status.pressed);
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}
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_unpress_group();
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}
accept_event();
update();
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}
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}
}
void BaseButton::_notification(int p_what) {
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if (p_what == NOTIFICATION_MOUSE_ENTER) {
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status.hovering = true;
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update();
}
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if (p_what == NOTIFICATION_MOUSE_EXIT) {
status.hovering = false;
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update();
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}
if (p_what == NOTIFICATION_DRAG_BEGIN || p_what == NOTIFICATION_SCROLL_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) {
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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();
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}
}
if (p_what == NOTIFICATION_ENTER_TREE) {
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}
if (p_what == NOTIFICATION_EXIT_TREE) {
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}
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;
}
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}
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);
}
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}
void BaseButton::set_disabled(bool p_disabled) {
if (status.disabled == p_disabled)
return;
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status.disabled = p_disabled;
update();
_change_notify("disabled");
}
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bool BaseButton::is_disabled() const {
return status.disabled;
}
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void BaseButton::set_pressed(bool p_pressed) {
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if (!toggle_mode)
return;
if (status.pressed == p_pressed)
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return;
_change_notify("pressed");
status.pressed = p_pressed;
if (p_pressed) {
_unpress_group();
}
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update();
}
bool BaseButton::is_pressing() const {
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return status.press_attempt;
}
bool BaseButton::is_pressed() const {
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return toggle_mode ? status.pressed : status.press_attempt;
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}
bool BaseButton::is_hovered() const {
return status.hovering;
}
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BaseButton::DrawMode BaseButton::get_draw_mode() const {
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if (status.disabled) {
return DRAW_DISABLED;
};
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//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) {
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return DRAW_HOVER;
} else {
/* determine if pressed or not */
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bool pressing;
if (status.press_attempt) {
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pressing = status.pressing_inside;
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if (status.pressed)
pressing = !pressing;
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} else {
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pressing = status.pressed;
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}
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if (pressing)
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return DRAW_PRESSED;
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else
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return DRAW_NORMAL;
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}
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return DRAW_NORMAL;
}
void BaseButton::set_toggle_mode(bool p_on) {
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toggle_mode = p_on;
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}
bool BaseButton::is_toggle_mode() const {
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return toggle_mode;
}
void BaseButton::set_action_mode(ActionMode p_mode) {
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action_mode = p_mode;
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}
BaseButton::ActionMode BaseButton::get_action_mode() const {
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return action_mode;
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}
void BaseButton::set_button_mask(int p_mask) {
button_mask = p_mask;
}
int BaseButton::get_button_mask() const {
return button_mask;
}
void BaseButton::set_enabled_focus_mode(FocusMode p_mode) {
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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(Ref<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()) {
String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")";
if (shortcut->get_name().nocasecmp_to(tooltip) != 0) {
text += "\n" + tooltip;
}
tooltip = 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;
}
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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("set_button_mask", "mask"), &BaseButton::set_button_mask);
ClassDB::bind_method(D_METHOD("get_button_mask"), &BaseButton::get_button_mask);
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);
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BIND_VMETHOD(MethodInfo("_pressed"));
BIND_VMETHOD(MethodInfo("_toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
ADD_SIGNAL(MethodInfo("pressed"));
ADD_SIGNAL(MethodInfo("button_up"));
ADD_SIGNAL(MethodInfo("button_down"));
ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "button_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, "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_PROPERTYNO(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
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_ENUM_CONSTANT(DRAW_NORMAL);
BIND_ENUM_CONSTANT(DRAW_PRESSED);
BIND_ENUM_CONSTANT(DRAW_HOVER);
BIND_ENUM_CONSTANT(DRAW_DISABLED);
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_PRESS);
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_RELEASE);
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}
BaseButton::BaseButton() {
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toggle_mode = false;
status.pressed = false;
status.press_attempt = false;
status.hovering = false;
status.pressing_inside = false;
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status.disabled = false;
status.pressing_button = 0;
set_focus_mode(FOCUS_ALL);
enabled_focus_mode = FOCUS_ALL;
action_mode = ACTION_MODE_BUTTON_RELEASE;
button_mask = BUTTON_MASK_LEFT;
}
BaseButton::~BaseButton() {
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
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}
void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) {
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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"), &ButtonGroup::get_pressed_button);
}
ButtonGroup::ButtonGroup() {
set_local_to_scene(true);
}