d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
119 lines
3.7 KiB
C++
119 lines
3.7 KiB
C++
/*************************************************************************/
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/* base_button.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#ifndef BASE_BUTTON_H
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#define BASE_BUTTON_H
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#include "scene/gui/control.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ButtonGroup;
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class BaseButton : public Control {
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OBJ_TYPE( BaseButton, Control );
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bool toggle_mode;
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FocusMode enabled_focus_mode;
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Ref<ShortCut> shortcut;
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struct Status {
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bool pressed;
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bool hovering;
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bool press_attempt;
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bool pressing_inside;
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bool disabled;
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bool click_on_press;
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int pressing_button;
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} status;
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ButtonGroup *group;
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protected:
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virtual void pressed();
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virtual void toggled(bool p_pressed);
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static void _bind_methods();
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virtual void _input_event(InputEvent p_event);
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virtual void _unhandled_input(InputEvent p_event);
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void _notification(int p_what);
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public:
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enum DrawMode {
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DRAW_NORMAL,
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DRAW_PRESSED,
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DRAW_HOVER,
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DRAW_DISABLED,
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};
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DrawMode get_draw_mode() const;
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/* Signals */
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bool is_pressed() const; ///< return wether button is pressed (toggled in)
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bool is_pressing() const; ///< return wether button is pressed (toggled in)
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bool is_hovered() const;
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void set_pressed(bool p_pressed); ///only works in toggle mode
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void set_toggle_mode(bool p_on);
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bool is_toggle_mode() const;
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void set_disabled(bool p_disabled);
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bool is_disabled() const;
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void set_click_on_press(bool p_click_on_press);
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bool get_click_on_press() const;
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void set_enabled_focus_mode(FocusMode p_mode);
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FocusMode get_enabled_focus_mode() const;
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void set_shortcut(const Ref<ShortCut>& p_shortcut);
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Ref<ShortCut> get_shortcut() const;
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virtual String get_tooltip(const Point2& p_pos) const;
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BaseButton();
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~BaseButton();
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};
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VARIANT_ENUM_CAST( BaseButton::DrawMode );
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#endif
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