godot/scene/gui/base_button.h
Juan Linietsky 007efb6a20 -customizable shortcuts in editor
-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
2016-06-04 21:31:47 -03:00

120 lines
3.7 KiB
C++

/*************************************************************************/
/* base_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 {
OBJ_TYPE( 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;
ButtonGroup *group;
protected:
virtual void pressed();
virtual void toggled(bool p_pressed);
static void _bind_methods();
virtual void _input_event(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;
BaseButton();
~BaseButton();
};
VARIANT_ENUM_CAST( BaseButton::DrawMode );
#endif