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* 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!
159 lines
5.0 KiB
C++
159 lines
5.0 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 "core/input/shortcut.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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MouseButton button_mask = MouseButton::MASK_LEFT;
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bool toggle_mode = false;
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bool shortcut_in_tooltip = true;
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bool keep_pressed_outside = false;
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Ref<Shortcut> shortcut;
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ObjectID shortcut_context;
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ActionMode action_mode = ACTION_MODE_BUTTON_RELEASE;
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struct Status {
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bool pressed = false;
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bool hovering = false;
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bool press_attempt = false;
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bool pressing_inside = false;
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bool disabled = false;
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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(const Ref<InputEvent> &p_event) override;
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virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
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void _notification(int p_what);
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bool _is_focus_owner_in_shortcut_context() const;
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GDVIRTUAL0(_pressed)
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GDVIRTUAL1(_toggled, bool)
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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(MouseButton p_mask);
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MouseButton get_button_mask() 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 override;
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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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void set_shortcut_context(Node *p_node);
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Node *get_shortcut_context() 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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RBSet<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
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