818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
152 lines
4.8 KiB
C++
152 lines
4.8 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#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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class ButtonGroup;
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class BaseButton : public Control {
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GDCLASS(BaseButton, Control);
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public:
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enum ActionMode {
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ACTION_MODE_BUTTON_PRESS,
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ACTION_MODE_BUTTON_RELEASE,
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};
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private:
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int button_mask;
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bool toggle_mode;
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bool shortcut_in_tooltip;
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bool keep_pressed_outside;
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FocusMode enabled_focus_mode;
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Ref<ShortCut> shortcut;
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ActionMode action_mode;
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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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} status;
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Ref<ButtonGroup> button_group;
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void _unpress_group();
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void _pressed();
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void _toggled(bool p_pressed);
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void on_action_event(Ref<InputEvent> p_event);
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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 _gui_input(Ref<InputEvent> p_event);
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virtual void _unhandled_input(Ref<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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DRAW_HOVER_PRESSED,
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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 whether button is pressed (toggled in)
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bool is_pressing() const; ///< return whether 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_pressed_no_signal(bool p_pressed);
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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_shortcut_in_tooltip(bool p_on);
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bool is_shortcut_in_tooltip_enabled() 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_action_mode(ActionMode p_mode);
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ActionMode get_action_mode() const;
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void set_keep_pressed_outside(bool p_on);
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bool is_keep_pressed_outside() const;
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void set_button_mask(int p_mask);
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int get_button_mask() 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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void set_button_group(const Ref<ButtonGroup> &p_group);
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Ref<ButtonGroup> get_button_group() 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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VARIANT_ENUM_CAST(BaseButton::ActionMode)
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class ButtonGroup : public Resource {
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GDCLASS(ButtonGroup, Resource);
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friend class BaseButton;
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Set<BaseButton *> buttons;
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protected:
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static void _bind_methods();
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public:
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BaseButton *get_pressed_button();
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void get_buttons(List<BaseButton *> *r_buttons);
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Array _get_buttons();
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ButtonGroup();
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};
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#endif // BASE_BUTTON_H
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