godot/scene/gui/container.cpp

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/**************************************************************************/
/* container.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "container.h"
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void Container::_child_minsize_changed() {
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update_minimum_size();
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queue_sort();
}
void Container::add_child_notify(Node *p_child) {
Control::add_child_notify(p_child);
Control *control = Object::cast_to<Control>(p_child);
if (!control) {
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return;
}
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control->connect(SceneStringName(size_flags_changed), callable_mp(this, &Container::queue_sort));
control->connect(SceneStringName(minimum_size_changed), callable_mp(this, &Container::_child_minsize_changed));
control->connect(SceneStringName(visibility_changed), callable_mp(this, &Container::_child_minsize_changed));
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update_minimum_size();
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queue_sort();
}
void Container::move_child_notify(Node *p_child) {
Control::move_child_notify(p_child);
if (!Object::cast_to<Control>(p_child)) {
return;
}
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update_minimum_size();
queue_sort();
}
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void Container::remove_child_notify(Node *p_child) {
Control::remove_child_notify(p_child);
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Control *control = Object::cast_to<Control>(p_child);
if (!control) {
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return;
}
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control->disconnect(SceneStringName(size_flags_changed), callable_mp(this, &Container::queue_sort));
control->disconnect(SceneStringName(minimum_size_changed), callable_mp(this, &Container::_child_minsize_changed));
control->disconnect(SceneStringName(visibility_changed), callable_mp(this, &Container::_child_minsize_changed));
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update_minimum_size();
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queue_sort();
}
void Container::_sort_children() {
if (!is_inside_tree()) {
Fix Container::pending_sort tracking When Container::queue_sort() is called, pending_sort is set to true to indicate when a call to _sort_children() is queued, to avoid queueing multiple calls. Container::_sort_children() sets pending_sort back to false when finished, but did not do this when the container was not inside the tree. This would allow cases where queue_sort() could be called just before removing from the tree, causing _sort_children() to never reset pending_sort, preventing any future queue_sort() calls from queueing again. One case where this happened was with the "Saving Scene" progress bar in the editor - when saving for the first time (or the first time the progress bar popup otherwise appeared in the editor), _sort_children() would be called successfully. After the progress bar popup was hidden, then shown again on future saves, _sort_children() would not be called again, resulting in the progress bar not taking up as much space as it should. This issue used to be avoided by setting pending_sort to false immediately on NOTIFICATION_ENTER_TREE - however, this would allow multiple calls to be queued at the same time when entering the tree (#92644). The multiple calls was fixed recently by removing this assignment, but this also made possible the case where pending_sort is never reset. This change sets pending_sort back to false in _sort_children() whether or not it's in the tree. Since this is done in a deferred call, it should still avoid the previous issue of multiple calls being queued at once on entering the tree. Fixes #92971
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pending_sort = false;
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return;
}
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notification(NOTIFICATION_PRE_SORT_CHILDREN);
emit_signal(SceneStringName(pre_sort_children));
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notification(NOTIFICATION_SORT_CHILDREN);
emit_signal(SceneStringName(sort_children));
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pending_sort = false;
}
void Container::fit_child_in_rect(Control *p_child, const Rect2 &p_rect) {
ERR_FAIL_NULL(p_child);
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ERR_FAIL_COND(p_child->get_parent() != this);
bool rtl = is_layout_rtl();
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Size2 minsize = p_child->get_combined_minimum_size();
Rect2 r = p_rect;
if (!(p_child->get_h_size_flags().has_flag(SIZE_FILL))) {
r.size.x = minsize.width;
if (p_child->get_h_size_flags().has_flag(SIZE_SHRINK_END)) {
r.position.x += rtl ? 0 : (p_rect.size.width - minsize.width);
} else if (p_child->get_h_size_flags().has_flag(SIZE_SHRINK_CENTER)) {
r.position.x += Math::floor((p_rect.size.x - minsize.width) / 2);
} else {
r.position.x += rtl ? (p_rect.size.width - minsize.width) : 0;
}
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}
if (!(p_child->get_v_size_flags().has_flag(SIZE_FILL))) {
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r.size.y = minsize.y;
if (p_child->get_v_size_flags().has_flag(SIZE_SHRINK_END)) {
r.position.y += p_rect.size.height - minsize.height;
} else if (p_child->get_v_size_flags().has_flag(SIZE_SHRINK_CENTER)) {
r.position.y += Math::floor((p_rect.size.y - minsize.height) / 2);
} else {
r.position.y += 0;
}
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}
p_child->set_rect(r);
p_child->set_rotation(0);
p_child->set_scale(Vector2(1, 1));
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}
void Container::queue_sort() {
if (!is_inside_tree()) {
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return;
}
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if (pending_sort) {
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return;
}
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callable_mp(this, &Container::_sort_children).call_deferred();
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pending_sort = true;
}
Control *Container::as_sortable_control(Node *p_node, SortableVisbilityMode p_visibility_mode) const {
Control *c = Object::cast_to<Control>(p_node);
if (!c || c->is_set_as_top_level()) {
return nullptr;
}
if (p_visibility_mode == SortableVisbilityMode::VISIBLE && !c->is_visible()) {
return nullptr;
}
if (p_visibility_mode == SortableVisbilityMode::VISIBLE_IN_TREE && !c->is_visible_in_tree()) {
return nullptr;
}
return c;
}
Vector<int> Container::get_allowed_size_flags_horizontal() const {
Vector<int> flags;
if (GDVIRTUAL_CALL(_get_allowed_size_flags_horizontal, flags)) {
return flags;
}
flags.append(SIZE_FILL);
flags.append(SIZE_EXPAND);
flags.append(SIZE_SHRINK_BEGIN);
flags.append(SIZE_SHRINK_CENTER);
flags.append(SIZE_SHRINK_END);
return flags;
}
Vector<int> Container::get_allowed_size_flags_vertical() const {
Vector<int> flags;
if (GDVIRTUAL_CALL(_get_allowed_size_flags_vertical, flags)) {
return flags;
}
flags.append(SIZE_FILL);
flags.append(SIZE_EXPAND);
flags.append(SIZE_SHRINK_BEGIN);
flags.append(SIZE_SHRINK_CENTER);
flags.append(SIZE_SHRINK_END);
return flags;
}
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void Container::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_RESIZED:
case NOTIFICATION_THEME_CHANGED:
case NOTIFICATION_ENTER_TREE: {
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queue_sort();
} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
if (is_visible_in_tree()) {
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queue_sort();
}
} break;
}
}
PackedStringArray Container::get_configuration_warnings() const {
PackedStringArray warnings = Control::get_configuration_warnings();
if (get_class() == "Container" && get_script().is_null()) {
warnings.push_back(RTR("Container by itself serves no purpose unless a script configures its children placement behavior.\nIf you don't intend to add a script, use a plain Control node instead."));
}
return warnings;
}
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void Container::_bind_methods() {
ClassDB::bind_method(D_METHOD("queue_sort"), &Container::queue_sort);
ClassDB::bind_method(D_METHOD("fit_child_in_rect", "child", "rect"), &Container::fit_child_in_rect);
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GDVIRTUAL_BIND(_get_allowed_size_flags_horizontal);
GDVIRTUAL_BIND(_get_allowed_size_flags_vertical);
BIND_CONSTANT(NOTIFICATION_PRE_SORT_CHILDREN);
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BIND_CONSTANT(NOTIFICATION_SORT_CHILDREN);
ADD_SIGNAL(MethodInfo("pre_sort_children"));
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ADD_SIGNAL(MethodInfo("sort_children"));
}
Container::Container() {
// All containers should let mouse events pass by default.
set_mouse_filter(MOUSE_FILTER_PASS);
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}