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Add an option for ButtonGroups to be unpressed Apply suggestions from code review Co-Authored-By: Tomek <kobewi4e@gmail.com> Co-Authored-By: Yuri Rubinsky <chaosus89@gmail.com> Co-Authored-By: kleonc <9283098+kleonc@users.noreply.github.com>
170 lines
5.5 KiB
C++
170 lines
5.5 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) 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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#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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BitField<MouseButtonMask> button_mask = MouseButtonMask::LEFT;
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bool toggle_mode = false;
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bool shortcut_in_tooltip = true;
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bool was_mouse_pressed = false;
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bool keep_pressed_outside = false;
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bool shortcut_feedback = true;
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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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Timer *shortcut_feedback_timer = nullptr;
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bool in_shortcut_feedback = false;
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void _shortcut_feedback_timeout();
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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 _was_pressed_by_mouse() 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_shortcut_feedback(bool p_enable);
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bool is_shortcut_feedback() const;
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void set_button_mask(BitField<MouseButtonMask> p_mask);
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BitField<MouseButtonMask> 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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PackedStringArray get_configuration_warnings() const override;
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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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HashSet<BaseButton *> buttons;
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bool allow_unpress = false;
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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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TypedArray<BaseButton> _get_buttons();
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void set_allow_unpress(bool p_enabled);
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bool is_allow_unpress();
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ButtonGroup();
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};
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#endif // BASE_BUTTON_H
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