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436 lines
14 KiB
C++
436 lines
14 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#include "touch_screen_button.h"
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#include "scene/main/window.h"
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#include "scene/scene_string_names.h"
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void TouchScreenButton::set_texture_normal(const Ref<Texture2D> &p_texture) {
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if (texture_normal == p_texture) {
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return;
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}
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if (texture_normal.is_valid()) {
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texture_normal->disconnect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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texture_normal = p_texture;
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if (texture_normal.is_valid()) {
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texture_normal->connect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
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}
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queue_redraw();
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}
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Ref<Texture2D> TouchScreenButton::get_texture_normal() const {
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return texture_normal;
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}
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void TouchScreenButton::set_texture_pressed(const Ref<Texture2D> &p_texture_pressed) {
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if (texture_pressed == p_texture_pressed) {
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return;
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}
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if (texture_pressed.is_valid()) {
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texture_pressed->disconnect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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texture_pressed = p_texture_pressed;
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if (texture_pressed.is_valid()) {
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texture_pressed->connect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
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}
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queue_redraw();
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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 == p_shape) {
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return;
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}
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if (shape.is_valid()) {
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shape->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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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::queue_redraw));
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}
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queue_redraw();
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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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queue_redraw();
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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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queue_redraw();
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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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}
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if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
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return;
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}
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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_normal.is_valid()) {
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draw_texture(texture_normal, Point2());
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}
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} else {
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if (texture_normal.is_valid()) {
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draw_texture(texture_normal, Point2());
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}
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}
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if (!shape_visible) {
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return;
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}
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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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}
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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 pos;
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if (shape_centered && texture_normal.is_valid()) {
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pos = texture_normal->get_size() * 0.5;
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}
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draw_set_transform_matrix(get_canvas_transform().translated_local(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()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
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return;
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}
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queue_redraw();
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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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}
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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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}
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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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}
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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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}
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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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}
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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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ERR_FAIL_COND(p_event.is_null());
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if (!is_visible_in_tree()) {
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return;
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}
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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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}
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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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Vector2 pos;
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if (shape_centered && texture_normal.is_valid()) {
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pos = texture_normal->get_size() * 0.5;
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}
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touched = shape->collide(Transform2D().translated_local(pos), 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_bitv(coord)) {
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touched = true;
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}
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}
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}
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if (!touched && check_rect) {
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if (texture_normal.is_valid()) {
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touched = Rect2(Size2(), texture_normal->get_size()).has_point(coord);
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}
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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.instantiate();
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iea->set_action(action);
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iea->set_pressed(true);
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get_viewport()->push_input(iea, true);
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}
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emit_signal(SNAME("pressed"));
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queue_redraw();
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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.instantiate();
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iea->set_action(action);
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iea->set_pressed(false);
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get_viewport()->push_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(SNAME("released"));
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queue_redraw();
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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_normal.is_null()) {
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return CanvasItem::_edit_get_rect();
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}
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return Rect2(Size2(), texture_normal->get_size());
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}
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bool TouchScreenButton::_edit_use_rect() const {
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return !texture_normal.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_normal.is_null()) {
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return CanvasItem::get_anchorable_rect();
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}
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return Rect2(Size2(), texture_normal->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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queue_redraw();
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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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#ifndef DISABLE_DEPRECATED
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bool TouchScreenButton::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name == SNAME("normal")) { // Compatibility with Godot 3.x.
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set_texture_normal(p_value);
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return true;
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} else if (p_name == SNAME("pressed")) { // Compatibility with Godot 3.x.
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set_texture_pressed(p_value);
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return true;
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}
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return false;
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}
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#endif // DISABLE_DEPRECATED
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void TouchScreenButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture_normal", "texture"), &TouchScreenButton::set_texture_normal);
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ClassDB::bind_method(D_METHOD("get_texture_normal"), &TouchScreenButton::get_texture_normal);
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ClassDB::bind_method(D_METHOD("set_texture_pressed", "texture"), &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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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_normal", "get_texture_normal");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_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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unit_rect = Ref<RectangleShape2D>(memnew(RectangleShape2D));
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unit_rect->set_size(Vector2(1, 1));
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}
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