/*************************************************************************/ /* base_button.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 (Set::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 &p_event) { ERR_FAIL_COND(p_event.is_null()); if (status.disabled) { // no interaction with disabled button return; } Ref mouse_button = p_event; bool ui_accept = p_event->is_action("ui_accept") && !p_event->is_echo(); bool button_masked = mouse_button.is_valid() && ((1 << (mouse_button->get_button_index() - 1)) & button_mask) != 0; if (button_masked || ui_accept) { on_action_event(p_event); return; } Ref 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) { if (p_what == NOTIFICATION_MOUSE_ENTER) { status.hovering = true; update(); } if (p_what == NOTIFICATION_MOUSE_EXIT) { status.hovering = false; update(); } if (p_what == NOTIFICATION_DRAG_BEGIN || p_what == NOTIFICATION_SCROLL_BEGIN) { if (status.press_attempt) { status.press_attempt = false; update(); } } if (p_what == NOTIFICATION_FOCUS_ENTER) { update(); } if (p_what == NOTIFICATION_FOCUS_EXIT) { if (status.press_attempt) { status.press_attempt = false; update(); } else if (status.hovering) { update(); } } if (p_what == NOTIFICATION_EXIT_TREE || (p_what == NOTIFICATION_VISIBILITY_CHANGED && !is_visible_in_tree())) { if (!toggle_mode) { status.pressed = false; } status.hovering = false; status.press_attempt = false; status.pressing_inside = false; } } 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 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(*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 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(int p_mask) { button_mask = p_mask; } int 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 &p_shortcut) { shortcut = p_shortcut; set_process_unhandled_key_input(shortcut.is_valid()); } Ref BaseButton::get_shortcut() const { return shortcut; } void BaseButton::unhandled_key_input(const Ref &p_event) { ERR_FAIL_COND(p_event.is_null()); if (!_is_focus_owner_in_shorcut_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 != String() && shortcut->get_name().nocasecmp_to(tooltip) != 0) { text += "\n" + tooltip; } tooltip = text; } return tooltip; } void BaseButton::set_button_group(const Ref &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 BaseButton::get_button_group() const { return button_group; } void BaseButton::set_shortcut_context(Node *p_node) { ERR_FAIL_NULL_MSG(p_node, "Shortcut context node can't be null."); shortcut_context = p_node->get_instance_id(); } Node *BaseButton::get_shortcut_context() const { Object *ctx_obj = ObjectDB::get_instance(shortcut_context); Node *ctx_node = Object::cast_to(ctx_obj); return ctx_node; } bool BaseButton::_is_focus_owner_in_shorcut_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_focus_owner(); // 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, "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 *r_buttons) { for (Set::Element *E = buttons.front(); E; E = E->next()) { r_buttons->push_back(E->get()); } } Array ButtonGroup::_get_buttons() { Array btns; for (Set::Element *E = buttons.front(); E; E = E->next()) { btns.push_back(E->get()); } return btns; } BaseButton *ButtonGroup::get_pressed_button() { for (Set::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"))); } ButtonGroup::ButtonGroup() { set_local_to_scene(true); }