fdf58a5858
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
427 lines
13 KiB
C++
427 lines
13 KiB
C++
/*************************************************************************/
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/* touch_screen_button.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "touch_screen_button.h"
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#include "core/input/input.h"
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#include "core/input/input_map.h"
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#include "core/os/os.h"
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#include "scene/main/window.h"
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#
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void TouchScreenButton::set_texture(const Ref<Texture2D> &p_texture) {
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texture = p_texture;
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update();
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}
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Ref<Texture2D> TouchScreenButton::get_texture() const {
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return texture;
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}
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void TouchScreenButton::set_texture_pressed(const Ref<Texture2D> &p_texture_pressed) {
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texture_pressed = p_texture_pressed;
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update();
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}
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Ref<Texture2D> TouchScreenButton::get_texture_pressed() const {
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return texture_pressed;
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}
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void TouchScreenButton::set_bitmask(const Ref<BitMap> &p_bitmask) {
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bitmask = p_bitmask;
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}
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Ref<BitMap> TouchScreenButton::get_bitmask() const {
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return bitmask;
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}
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void TouchScreenButton::set_shape(const Ref<Shape2D> &p_shape) {
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if (shape.is_valid())
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shape->disconnect("changed", callable_mp((CanvasItem *)this, &CanvasItem::update));
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shape = p_shape;
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if (shape.is_valid())
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shape->connect("changed", callable_mp((CanvasItem *)this, &CanvasItem::update));
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update();
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}
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Ref<Shape2D> TouchScreenButton::get_shape() const {
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return shape;
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}
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void TouchScreenButton::set_shape_centered(bool p_shape_centered) {
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shape_centered = p_shape_centered;
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update();
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}
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bool TouchScreenButton::is_shape_visible() const {
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return shape_visible;
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}
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void TouchScreenButton::set_shape_visible(bool p_shape_visible) {
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shape_visible = p_shape_visible;
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update();
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}
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bool TouchScreenButton::is_shape_centered() const {
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return shape_centered;
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}
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void TouchScreenButton::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_DRAW: {
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if (!is_inside_tree())
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return;
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if (!Engine::get_singleton()->is_editor_hint() && !!DisplayServer::get_singleton()->screen_is_touchscreen(DisplayServer::get_singleton()->window_get_current_screen(get_viewport()->get_window_id())) && visibility == VISIBILITY_TOUCHSCREEN_ONLY)
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return;
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if (finger_pressed != -1) {
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if (texture_pressed.is_valid())
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draw_texture(texture_pressed, Point2());
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else if (texture.is_valid())
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draw_texture(texture, Point2());
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} else {
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if (texture.is_valid())
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draw_texture(texture, Point2());
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}
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if (!shape_visible)
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return;
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint())
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return;
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if (shape.is_valid()) {
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Color draw_col = get_tree()->get_debug_collisions_color();
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Vector2 size = texture.is_null() ? shape->get_rect().size : texture->get_size();
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Vector2 pos = shape_centered ? size * 0.5f : Vector2();
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draw_set_transform_matrix(get_canvas_transform().translated(pos));
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shape->draw(get_canvas_item(), draw_col);
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}
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} break;
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case NOTIFICATION_ENTER_TREE: {
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if (!Engine::get_singleton()->is_editor_hint() && !!DisplayServer::get_singleton()->screen_is_touchscreen(DisplayServer::get_singleton()->window_get_current_screen(get_viewport()->get_window_id())) && visibility == VISIBILITY_TOUCHSCREEN_ONLY)
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return;
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update();
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if (!Engine::get_singleton()->is_editor_hint())
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set_process_input(is_visible_in_tree());
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (is_pressed())
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_release(true);
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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if (Engine::get_singleton()->is_editor_hint())
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break;
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if (is_visible_in_tree()) {
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set_process_input(true);
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} else {
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set_process_input(false);
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if (is_pressed())
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_release();
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}
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} break;
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case NOTIFICATION_PAUSED: {
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if (is_pressed())
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_release();
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} break;
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}
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}
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bool TouchScreenButton::is_pressed() const {
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return finger_pressed != -1;
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}
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void TouchScreenButton::set_action(const String &p_action) {
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action = p_action;
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}
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String TouchScreenButton::get_action() const {
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return action;
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}
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void TouchScreenButton::_input(const Ref<InputEvent> &p_event) {
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if (!get_tree())
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return;
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if (p_event->get_device() != 0)
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return;
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ERR_FAIL_COND(!is_visible_in_tree());
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const InputEventScreenTouch *st = Object::cast_to<InputEventScreenTouch>(*p_event);
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if (passby_press) {
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const InputEventScreenDrag *sd = Object::cast_to<InputEventScreenDrag>(*p_event);
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if (st && !st->is_pressed() && finger_pressed == st->get_index()) {
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_release();
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}
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if ((st && st->is_pressed()) || sd) {
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int index = st ? st->get_index() : sd->get_index();
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Point2 coord = st ? st->get_position() : sd->get_position();
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if (finger_pressed == -1 || index == finger_pressed) {
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if (_is_point_inside(coord)) {
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if (finger_pressed == -1) {
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_press(index);
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}
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} else {
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if (finger_pressed != -1) {
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_release();
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}
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}
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}
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}
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} else {
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if (st) {
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if (st->is_pressed()) {
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const bool can_press = finger_pressed == -1;
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if (!can_press)
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return; //already fingering
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if (_is_point_inside(st->get_position())) {
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_press(st->get_index());
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}
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} else {
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if (st->get_index() == finger_pressed) {
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_release();
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}
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}
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}
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}
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}
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bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
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Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
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bool touched = false;
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bool check_rect = true;
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if (shape.is_valid()) {
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check_rect = false;
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Transform2D xform = shape_centered ? Transform2D().translated(shape->get_rect().size * 0.5f) : Transform2D();
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touched = shape->collide(xform, unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
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}
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if (bitmask.is_valid()) {
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check_rect = false;
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if (!touched && Rect2(Point2(), bitmask->get_size()).has_point(coord)) {
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if (bitmask->get_bit(coord))
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touched = true;
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}
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}
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if (!touched && check_rect) {
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if (texture.is_valid())
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touched = Rect2(Size2(), texture->get_size()).has_point(coord);
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}
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return touched;
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}
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void TouchScreenButton::_press(int p_finger_pressed) {
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finger_pressed = p_finger_pressed;
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if (action != StringName()) {
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Input::get_singleton()->action_press(action);
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Ref<InputEventAction> iea;
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iea.instance();
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iea->set_action(action);
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iea->set_pressed(true);
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get_viewport()->input(iea, true);
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}
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emit_signal("pressed");
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update();
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}
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void TouchScreenButton::_release(bool p_exiting_tree) {
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finger_pressed = -1;
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if (action != StringName()) {
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Input::get_singleton()->action_release(action);
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if (!p_exiting_tree) {
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Ref<InputEventAction> iea;
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iea.instance();
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iea->set_action(action);
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iea->set_pressed(false);
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get_viewport()->input(iea, true);
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}
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}
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if (!p_exiting_tree) {
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emit_signal("released");
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update();
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}
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}
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#ifdef TOOLS_ENABLED
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Rect2 TouchScreenButton::_edit_get_rect() const {
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if (texture.is_null())
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return CanvasItem::_edit_get_rect();
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return Rect2(Size2(), texture->get_size());
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}
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bool TouchScreenButton::_edit_use_rect() const {
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return !texture.is_null();
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}
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#endif
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Rect2 TouchScreenButton::get_anchorable_rect() const {
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if (texture.is_null())
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return CanvasItem::get_anchorable_rect();
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return Rect2(Size2(), texture->get_size());
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}
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void TouchScreenButton::set_visibility_mode(VisibilityMode p_mode) {
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visibility = p_mode;
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update();
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}
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TouchScreenButton::VisibilityMode TouchScreenButton::get_visibility_mode() const {
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return visibility;
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}
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void TouchScreenButton::set_passby_press(bool p_enable) {
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passby_press = p_enable;
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}
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bool TouchScreenButton::is_passby_press_enabled() const {
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return passby_press;
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}
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void TouchScreenButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &TouchScreenButton::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &TouchScreenButton::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture_pressed", "texture_pressed"), &TouchScreenButton::set_texture_pressed);
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ClassDB::bind_method(D_METHOD("get_texture_pressed"), &TouchScreenButton::get_texture_pressed);
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ClassDB::bind_method(D_METHOD("set_bitmask", "bitmask"), &TouchScreenButton::set_bitmask);
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ClassDB::bind_method(D_METHOD("get_bitmask"), &TouchScreenButton::get_bitmask);
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ClassDB::bind_method(D_METHOD("set_shape", "shape"), &TouchScreenButton::set_shape);
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ClassDB::bind_method(D_METHOD("get_shape"), &TouchScreenButton::get_shape);
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ClassDB::bind_method(D_METHOD("set_shape_centered", "bool"), &TouchScreenButton::set_shape_centered);
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ClassDB::bind_method(D_METHOD("is_shape_centered"), &TouchScreenButton::is_shape_centered);
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ClassDB::bind_method(D_METHOD("set_shape_visible", "bool"), &TouchScreenButton::set_shape_visible);
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ClassDB::bind_method(D_METHOD("is_shape_visible"), &TouchScreenButton::is_shape_visible);
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ClassDB::bind_method(D_METHOD("set_action", "action"), &TouchScreenButton::set_action);
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ClassDB::bind_method(D_METHOD("get_action"), &TouchScreenButton::get_action);
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ClassDB::bind_method(D_METHOD("set_visibility_mode", "mode"), &TouchScreenButton::set_visibility_mode);
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ClassDB::bind_method(D_METHOD("get_visibility_mode"), &TouchScreenButton::get_visibility_mode);
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ClassDB::bind_method(D_METHOD("set_passby_press", "enabled"), &TouchScreenButton::set_passby_press);
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ClassDB::bind_method(D_METHOD("is_passby_press_enabled"), &TouchScreenButton::is_passby_press_enabled);
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ClassDB::bind_method(D_METHOD("is_pressed"), &TouchScreenButton::is_pressed);
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ClassDB::bind_method(D_METHOD("_input"), &TouchScreenButton::_input);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_pressed", "get_texture_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bitmask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_bitmask", "get_bitmask");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_centered"), "set_shape_centered", "is_shape_centered");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_visible"), "set_shape_visible", "is_shape_visible");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "passby_press"), "set_passby_press", "is_passby_press_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action"), "set_action", "get_action");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_mode", PROPERTY_HINT_ENUM, "Always,TouchScreen Only"), "set_visibility_mode", "get_visibility_mode");
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ADD_SIGNAL(MethodInfo("pressed"));
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ADD_SIGNAL(MethodInfo("released"));
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BIND_ENUM_CONSTANT(VISIBILITY_ALWAYS);
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BIND_ENUM_CONSTANT(VISIBILITY_TOUCHSCREEN_ONLY);
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}
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TouchScreenButton::TouchScreenButton() {
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finger_pressed = -1;
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passby_press = false;
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visibility = VISIBILITY_ALWAYS;
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shape_centered = true;
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shape_visible = true;
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unit_rect = Ref<RectangleShape2D>(memnew(RectangleShape2D));
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unit_rect->set_extents(Vector2(0.5, 0.5));
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}
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