godot/scene/gui/base_button.h
Juan Linietsky a503f8aadc Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00

140 lines
4.1 KiB
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/*************************************************************************/
/* base_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifndef BASE_BUTTON_H
#define BASE_BUTTON_H
#include "scene/gui/control.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ButtonGroup;
class BaseButton : public Control {
GDCLASS( BaseButton, Control );
bool toggle_mode;
FocusMode enabled_focus_mode;
Ref<ShortCut> shortcut;
struct Status {
bool pressed;
bool hovering;
bool press_attempt;
bool pressing_inside;
bool disabled;
bool click_on_press;
int pressing_button;
} status;
Ref<ButtonGroup> button_group;
void _unpress_group();
protected:
virtual void pressed();
virtual void toggled(bool p_pressed);
static void _bind_methods();
virtual void _gui_input(InputEvent p_event);
virtual void _unhandled_input(InputEvent p_event);
void _notification(int p_what);
public:
enum DrawMode {
DRAW_NORMAL,
DRAW_PRESSED,
DRAW_HOVER,
DRAW_DISABLED,
};
DrawMode get_draw_mode() const;
/* Signals */
bool is_pressed() const; ///< return wether button is pressed (toggled in)
bool is_pressing() const; ///< return wether button is pressed (toggled in)
bool is_hovered() const;
void set_pressed(bool p_pressed); ///only works in toggle mode
void set_toggle_mode(bool p_on);
bool is_toggle_mode() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_click_on_press(bool p_click_on_press);
bool get_click_on_press() const;
void set_enabled_focus_mode(FocusMode p_mode);
FocusMode get_enabled_focus_mode() const;
void set_shortcut(const Ref<ShortCut>& p_shortcut);
Ref<ShortCut> get_shortcut() const;
virtual String get_tooltip(const Point2& p_pos) const;
void set_button_group(const Ref<ButtonGroup>& p_group);
Ref<ButtonGroup> get_button_group() const;
BaseButton();
~BaseButton();
};
VARIANT_ENUM_CAST( BaseButton::DrawMode )
class ButtonGroup : public Resource {
GDCLASS(ButtonGroup,Resource)
friend class BaseButton;
Set<BaseButton*> buttons;
protected:
static void _bind_methods();
public:
BaseButton* get_pressed_button();
void get_buttons(List<BaseButton*> *r_buttons);
ButtonGroup();
};
#endif