godot/scene/gui/base_button.cpp
Jason Knight 955f2ba75e
Removed the alteration of status.hovering during Focus Enter and Focus Exit events.
This is incorrect and not fully implemented, and results in inconsistency in the UI and in the hovering variable.

(cherry-picked from commit edcbe88389)
2021-08-12 16:37:35 +02:00

504 lines
16 KiB
C++

/*************************************************************************/
/* 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/viewport.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<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(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() && ((1 << (mouse_button->get_button_index() - 1)) & button_mask) > 0;
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) {
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() {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_pressed);
}
pressed();
emit_signal("pressed");
}
void BaseButton::_toggled(bool p_pressed) {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_toggled, p_pressed);
}
toggled(p_pressed);
emit_signal("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("button_down");
}
if (status.press_attempt && status.pressing_inside) {
if (toggle_mode) {
if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->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("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("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();
_change_notify("disabled");
}
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;
}
_change_notify("pressed");
status.pressed = p_pressed;
if (p_pressed) {
_unpress_group();
if (button_group.is_valid()) {
button_group->emit_signal("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) {
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_enabled_focus_mode(FocusMode p_mode) {
enabled_focus_mode = p_mode;
if (!status.disabled) {
set_focus_mode(p_mode);
}
WARN_DEPRECATED_MSG("BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.");
}
Control::FocusMode BaseButton::get_enabled_focus_mode() const {
return enabled_focus_mode;
}
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_unhandled_input(shortcut.is_valid());
}
Ref<ShortCut> BaseButton::get_shortcut() const {
return shortcut;
}
void BaseButton::_unhandled_input(Ref<InputEvent> p_event) {
ERR_FAIL_COND(p_event.is_null());
if (!is_disabled() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
if (get_viewport()->get_modal_stack_top() && !get_viewport()->get_modal_stack_top()->is_a_parent_of(this)) {
return; //ignore because of modal window
}
on_action_event(p_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->is_valid()) {
String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")";
if (shortcut->get_name().nocasecmp_to(tooltip) != 0) {
text += "\n" + 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::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"), &BaseButton::_gui_input);
ClassDB::bind_method(D_METHOD("_unhandled_input"), &BaseButton::_unhandled_input);
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_enabled_focus_mode", "mode"), &BaseButton::set_enabled_focus_mode);
ClassDB::bind_method(D_METHOD("get_enabled_focus_mode"), &BaseButton::get_enabled_focus_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);
BIND_VMETHOD(MethodInfo("_pressed"));
BIND_VMETHOD(MethodInfo("_toggled", PropertyInfo(Variant::BOOL, "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::INT, "enabled_focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_enabled_focus_mode", "get_enabled_focus_mode");
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, "group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");
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() {
toggle_mode = false;
shortcut_in_tooltip = true;
keep_pressed_outside = false;
status.pressed = false;
status.press_attempt = false;
status.hovering = false;
status.pressing_inside = false;
status.disabled = false;
set_focus_mode(FOCUS_ALL);
enabled_focus_mode = FOCUS_ALL;
action_mode = ACTION_MODE_BUTTON_RELEASE;
button_mask = BUTTON_MASK_LEFT;
}
BaseButton::~BaseButton() {
if (button_group.is_valid()) {
button_group->buttons.erase(this);
}
}
void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) {
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
r_buttons->push_back(E->get());
}
}
Array ButtonGroup::_get_buttons() {
Array btns;
for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) {
btns.push_back(E->get());
}
return btns;
}
BaseButton *ButtonGroup::get_pressed_button() {
for (Set<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")));
}
ButtonGroup::ButtonGroup() {
set_local_to_scene(true);
}