godot/scene/gui/base_button.cpp
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00

522 lines
16 KiB
C++

/*************************************************************************/
/* base_button.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "base_button.h"
#include "core/os/keyboard.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"
void BaseButton::_unpress_group() {
if (!button_group.is_valid()) {
return;
}
if (toggle_mode) {
status.pressed = true;
}
for (RBSet<BaseButton *>::Element *E = button_group->buttons.front(); E; E = E->next()) {
if (E->get() == this) {
continue;
}
E->get()->set_pressed(false);
}
}
void BaseButton::gui_input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
if (status.disabled) { // no interaction with disabled button
return;
}
Ref<InputEventMouseButton> mouse_button = p_event;
bool ui_accept = p_event->is_action("ui_accept") && !p_event->is_echo();
bool button_masked = mouse_button.is_valid() && (mouse_button_to_mask(mouse_button->get_button_index()) & button_mask) != MouseButton::NONE;
if (button_masked || ui_accept) {
on_action_event(p_event);
return;
}
Ref<InputEventMouseMotion> mouse_motion = p_event;
if (mouse_motion.is_valid()) {
if (status.press_attempt) {
bool last_press_inside = status.pressing_inside;
status.pressing_inside = has_point(mouse_motion->get_position());
if (last_press_inside != status.pressing_inside) {
update();
}
}
}
}
void BaseButton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_MOUSE_ENTER: {
status.hovering = true;
update();
} break;
case NOTIFICATION_MOUSE_EXIT: {
status.hovering = false;
update();
} break;
case NOTIFICATION_DRAG_BEGIN:
case NOTIFICATION_SCROLL_BEGIN: {
if (status.press_attempt) {
status.press_attempt = false;
update();
}
} break;
case NOTIFICATION_FOCUS_ENTER: {
update();
} break;
case NOTIFICATION_FOCUS_EXIT: {
if (status.press_attempt) {
status.press_attempt = false;
update();
} else if (status.hovering) {
update();
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED:
case NOTIFICATION_EXIT_TREE: {
if (p_what == NOTIFICATION_VISIBILITY_CHANGED && is_visible_in_tree()) {
break;
}
if (!toggle_mode) {
status.pressed = false;
}
status.hovering = false;
status.press_attempt = false;
status.pressing_inside = false;
} break;
}
}
void BaseButton::_pressed() {
GDVIRTUAL_CALL(_pressed);
pressed();
emit_signal(SNAME("pressed"));
}
void BaseButton::_toggled(bool p_pressed) {
GDVIRTUAL_CALL(_toggled, p_pressed);
toggled(p_pressed);
emit_signal(SNAME("toggled"), p_pressed);
}
void BaseButton::on_action_event(Ref<InputEvent> p_event) {
if (p_event->is_pressed()) {
status.press_attempt = true;
status.pressing_inside = true;
emit_signal(SNAME("button_down"));
}
if (status.press_attempt && status.pressing_inside) {
if (toggle_mode) {
bool is_pressed = p_event->is_pressed();
if (Object::cast_to<InputEventShortcut>(*p_event)) {
is_pressed = false;
}
if ((is_pressed && action_mode == ACTION_MODE_BUTTON_PRESS) || (!is_pressed && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
if (action_mode == ACTION_MODE_BUTTON_PRESS) {
status.press_attempt = false;
status.pressing_inside = false;
}
status.pressed = !status.pressed;
_unpress_group();
if (button_group.is_valid()) {
button_group->emit_signal(SNAME("pressed"), this);
}
_toggled(status.pressed);
_pressed();
}
} else {
if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
_pressed();
}
}
}
if (!p_event->is_pressed()) {
Ref<InputEventMouseButton> mouse_button = p_event;
if (mouse_button.is_valid()) {
if (!has_point(mouse_button->get_position())) {
status.hovering = false;
}
}
status.press_attempt = false;
status.pressing_inside = false;
emit_signal(SNAME("button_up"));
}
update();
}
void BaseButton::pressed() {
}
void BaseButton::toggled(bool p_pressed) {
}
void BaseButton::set_disabled(bool p_disabled) {
if (status.disabled == p_disabled) {
return;
}
status.disabled = p_disabled;
if (p_disabled) {
if (!toggle_mode) {
status.pressed = false;
}
status.press_attempt = false;
status.pressing_inside = false;
}
update();
}
bool BaseButton::is_disabled() const {
return status.disabled;
}
void BaseButton::set_pressed(bool p_pressed) {
if (!toggle_mode) {
return;
}
if (status.pressed == p_pressed) {
return;
}
status.pressed = p_pressed;
if (p_pressed) {
_unpress_group();
if (button_group.is_valid()) {
button_group->emit_signal(SNAME("pressed"), this);
}
}
_toggled(status.pressed);
update();
}
void BaseButton::set_pressed_no_signal(bool p_pressed) {
if (!toggle_mode) {
return;
}
if (status.pressed == p_pressed) {
return;
}
status.pressed = p_pressed;
update();
}
bool BaseButton::is_pressing() const {
return status.press_attempt;
}
bool BaseButton::is_pressed() const {
return toggle_mode ? status.pressed : status.press_attempt;
}
bool BaseButton::is_hovered() const {
return status.hovering;
}
BaseButton::DrawMode BaseButton::get_draw_mode() const {
if (status.disabled) {
return DRAW_DISABLED;
};
if (!status.press_attempt && status.hovering) {
if (status.pressed) {
return DRAW_HOVER_PRESSED;
}
return DRAW_HOVER;
} else {
/* determine if pressed or not */
bool pressing;
if (status.press_attempt) {
pressing = (status.pressing_inside || keep_pressed_outside);
if (status.pressed) {
pressing = !pressing;
}
} else {
pressing = status.pressed;
}
if (pressing) {
return DRAW_PRESSED;
} else {
return DRAW_NORMAL;
}
}
return DRAW_NORMAL;
}
void BaseButton::set_toggle_mode(bool p_on) {
// Make sure to set 'pressed' to false if we are not in toggle mode
if (!p_on) {
set_pressed(false);
}
toggle_mode = p_on;
}
bool BaseButton::is_toggle_mode() const {
return toggle_mode;
}
void BaseButton::set_shortcut_in_tooltip(bool p_on) {
shortcut_in_tooltip = p_on;
}
bool BaseButton::is_shortcut_in_tooltip_enabled() const {
return shortcut_in_tooltip;
}
void BaseButton::set_action_mode(ActionMode p_mode) {
action_mode = p_mode;
}
BaseButton::ActionMode BaseButton::get_action_mode() const {
return action_mode;
}
void BaseButton::set_button_mask(MouseButton p_mask) {
button_mask = p_mask;
}
MouseButton BaseButton::get_button_mask() const {
return button_mask;
}
void BaseButton::set_keep_pressed_outside(bool p_on) {
keep_pressed_outside = p_on;
}
bool BaseButton::is_keep_pressed_outside() const {
return keep_pressed_outside;
}
void BaseButton::set_shortcut(const Ref<Shortcut> &p_shortcut) {
shortcut = p_shortcut;
set_process_shortcut_input(shortcut.is_valid());
}
Ref<Shortcut> BaseButton::get_shortcut() const {
return shortcut;
}
void BaseButton::shortcut_input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
if (!_is_focus_owner_in_shortcut_context()) {
return;
}
if (!is_disabled() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->matches_event(p_event)) {
on_action_event(p_event);
accept_event();
}
}
String BaseButton::get_tooltip(const Point2 &p_pos) const {
String tooltip = Control::get_tooltip(p_pos);
if (shortcut_in_tooltip && shortcut.is_valid() && shortcut->has_valid_event()) {
String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")";
if (!tooltip.is_empty() && shortcut->get_name().nocasecmp_to(tooltip) != 0) {
text += "\n" + atr(tooltip);
}
tooltip = text;
}
return tooltip;
}
void BaseButton::set_button_group(const Ref<ButtonGroup> &p_group) {
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
button_group = p_group;
if (button_group.is_valid()) {
button_group->buttons.insert(this);
}
update(); //checkbox changes to radio if set a buttongroup
}
Ref<ButtonGroup> BaseButton::get_button_group() const {
return button_group;
}
void BaseButton::set_shortcut_context(Node *p_node) {
if (p_node != nullptr) {
shortcut_context = p_node->get_instance_id();
} else {
shortcut_context = ObjectID();
}
}
Node *BaseButton::get_shortcut_context() const {
Object *ctx_obj = ObjectDB::get_instance(shortcut_context);
Node *ctx_node = Object::cast_to<Node>(ctx_obj);
return ctx_node;
}
bool BaseButton::_is_focus_owner_in_shortcut_context() const {
if (shortcut_context == ObjectID()) {
// No context, therefore global - always "in" context.
return true;
}
Node *ctx_node = get_shortcut_context();
Control *vp_focus = get_viewport() ? get_viewport()->gui_get_focus_owner() : nullptr;
// If the context is valid and the viewport focus is valid, check if the context is the focus or is a parent of it.
return ctx_node && vp_focus && (ctx_node == vp_focus || ctx_node->is_ancestor_of(vp_focus));
}
void BaseButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &BaseButton::set_pressed);
ClassDB::bind_method(D_METHOD("is_pressed"), &BaseButton::is_pressed);
ClassDB::bind_method(D_METHOD("set_pressed_no_signal", "pressed"), &BaseButton::set_pressed_no_signal);
ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered);
ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode);
ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode);
ClassDB::bind_method(D_METHOD("set_shortcut_in_tooltip", "enabled"), &BaseButton::set_shortcut_in_tooltip);
ClassDB::bind_method(D_METHOD("is_shortcut_in_tooltip_enabled"), &BaseButton::is_shortcut_in_tooltip_enabled);
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &BaseButton::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &BaseButton::is_disabled);
ClassDB::bind_method(D_METHOD("set_action_mode", "mode"), &BaseButton::set_action_mode);
ClassDB::bind_method(D_METHOD("get_action_mode"), &BaseButton::get_action_mode);
ClassDB::bind_method(D_METHOD("set_button_mask", "mask"), &BaseButton::set_button_mask);
ClassDB::bind_method(D_METHOD("get_button_mask"), &BaseButton::get_button_mask);
ClassDB::bind_method(D_METHOD("get_draw_mode"), &BaseButton::get_draw_mode);
ClassDB::bind_method(D_METHOD("set_keep_pressed_outside", "enabled"), &BaseButton::set_keep_pressed_outside);
ClassDB::bind_method(D_METHOD("is_keep_pressed_outside"), &BaseButton::is_keep_pressed_outside);
ClassDB::bind_method(D_METHOD("set_shortcut", "shortcut"), &BaseButton::set_shortcut);
ClassDB::bind_method(D_METHOD("get_shortcut"), &BaseButton::get_shortcut);
ClassDB::bind_method(D_METHOD("set_button_group", "button_group"), &BaseButton::set_button_group);
ClassDB::bind_method(D_METHOD("get_button_group"), &BaseButton::get_button_group);
ClassDB::bind_method(D_METHOD("set_shortcut_context", "node"), &BaseButton::set_shortcut_context);
ClassDB::bind_method(D_METHOD("get_shortcut_context"), &BaseButton::get_shortcut_context);
GDVIRTUAL_BIND(_pressed);
GDVIRTUAL_BIND(_toggled, "button_pressed");
ADD_SIGNAL(MethodInfo("pressed"));
ADD_SIGNAL(MethodInfo("button_up"));
ADD_SIGNAL(MethodInfo("button_down"));
ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "button_pressed"), "set_pressed", "is_pressed");
ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut", PROPERTY_HINT_RESOURCE_TYPE, "Shortcut"), "set_shortcut", "get_shortcut");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "button_group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut_context", PROPERTY_HINT_RESOURCE_TYPE, "Node"), "set_shortcut_context", "get_shortcut_context");
BIND_ENUM_CONSTANT(DRAW_NORMAL);
BIND_ENUM_CONSTANT(DRAW_PRESSED);
BIND_ENUM_CONSTANT(DRAW_HOVER);
BIND_ENUM_CONSTANT(DRAW_DISABLED);
BIND_ENUM_CONSTANT(DRAW_HOVER_PRESSED);
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_PRESS);
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_RELEASE);
}
BaseButton::BaseButton() {
set_focus_mode(FOCUS_ALL);
}
BaseButton::~BaseButton() {
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
}
void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) {
for (RBSet<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
r_buttons->push_back(E->get());
}
}
Array ButtonGroup::_get_buttons() {
Array btns;
for (RBSet<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
btns.push_back(E->get());
}
return btns;
}
BaseButton *ButtonGroup::get_pressed_button() {
for (RBSet<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
if (E->get()->is_pressed()) {
return E->get();
}
}
return nullptr;
}
void ButtonGroup::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_pressed_button"), &ButtonGroup::get_pressed_button);
ClassDB::bind_method(D_METHOD("get_buttons"), &ButtonGroup::_get_buttons);
ADD_SIGNAL(MethodInfo("pressed", PropertyInfo(Variant::OBJECT, "button", PROPERTY_HINT_RESOURCE_TYPE, "BaseButton")));
}
ButtonGroup::ButtonGroup() {
set_local_to_scene(true);
}