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Diffstat (limited to 'scene/gui/base_button.cpp')
-rw-r--r--scene/gui/base_button.cpp62
1 files changed, 41 insertions, 21 deletions
diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp
index 2e77d20d4e..27e33be9d7 100644
--- a/scene/gui/base_button.cpp
+++ b/scene/gui/base_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -307,17 +307,6 @@ 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);
- }
-}
-
-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;
}
@@ -328,16 +317,21 @@ bool BaseButton::is_keep_pressed_outside() const {
void BaseButton::set_shortcut(const Ref<Shortcut> &p_shortcut) {
shortcut = p_shortcut;
- set_process_unhandled_input(shortcut.is_valid());
+ set_process_unhandled_key_input(shortcut.is_valid());
}
Ref<Shortcut> BaseButton::get_shortcut() const {
return shortcut;
}
-void BaseButton::_unhandled_input(Ref<InputEvent> p_event) {
+void BaseButton::_unhandled_key_input(Ref<InputEvent> p_event) {
+ if (!_is_focus_owner_in_shorcut_context()) {
+ return;
+ }
+
if (!is_disabled() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->is_shortcut(p_event)) {
on_action_event(p_event);
+ accept_event();
}
}
@@ -371,9 +365,34 @@ Ref<ButtonGroup> 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<Node>(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_a_parent_of(vp_focus));
+}
+
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("_unhandled_key_input"), &BaseButton::_unhandled_key_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("is_hovered"), &BaseButton::is_hovered);
@@ -388,8 +407,6 @@ void BaseButton::_bind_methods() {
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);
@@ -399,6 +416,9 @@ void BaseButton::_bind_methods() {
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);
+
BIND_VMETHOD(MethodInfo("_pressed"));
BIND_VMETHOD(MethodInfo("_toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
@@ -412,10 +432,10 @@ void BaseButton::_bind_methods() {
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");
+ 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);
@@ -437,9 +457,9 @@ BaseButton::BaseButton() {
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;
+ shortcut_context = ObjectID();
}
BaseButton::~BaseButton() {