/*************************************************************************/ /* base_button.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef BASE_BUTTON_H #define BASE_BUTTON_H #include "core/input/shortcut.h" #include "scene/gui/control.h" class ButtonGroup; class BaseButton : public Control { GDCLASS(BaseButton, Control); public: enum ActionMode { ACTION_MODE_BUTTON_PRESS, ACTION_MODE_BUTTON_RELEASE, }; private: MouseButton button_mask = MouseButton::MASK_LEFT; bool toggle_mode = false; bool shortcut_in_tooltip = true; bool was_mouse_pressed = false; bool keep_pressed_outside = false; Ref<Shortcut> shortcut; ObjectID shortcut_context; bool shortcut_feedback = true; ActionMode action_mode = ACTION_MODE_BUTTON_RELEASE; struct Status { bool pressed = false; bool hovering = false; bool press_attempt = false; bool pressing_inside = false; bool shortcut_press = false; bool disabled = false; } status; Ref<ButtonGroup> button_group; void _unpress_group(); void _pressed(); void _toggled(bool p_pressed); void on_action_event(Ref<InputEvent> p_event); protected: virtual void pressed(); virtual void toggled(bool p_pressed); static void _bind_methods(); virtual void gui_input(const Ref<InputEvent> &p_event) override; virtual void shortcut_input(const Ref<InputEvent> &p_event) override; void _notification(int p_what); bool _was_pressed_by_mouse() const; GDVIRTUAL0(_pressed) GDVIRTUAL1(_toggled, bool) public: enum DrawMode { DRAW_NORMAL, DRAW_PRESSED, DRAW_HOVER, DRAW_DISABLED, DRAW_HOVER_PRESSED, }; DrawMode get_draw_mode() const; /* Signals */ bool is_pressed() const; ///< return whether button is pressed (toggled in) bool is_pressing() const; ///< return whether button is pressed (toggled in) bool is_hovered() const; void set_pressed(bool p_pressed); // Only works in toggle mode. void set_pressed_no_signal(bool p_pressed); void set_toggle_mode(bool p_on); bool is_toggle_mode() const; void set_shortcut_in_tooltip(bool p_on); bool is_shortcut_in_tooltip_enabled() const; void set_disabled(bool p_disabled); bool is_disabled() const; void set_action_mode(ActionMode p_mode); ActionMode get_action_mode() const; void set_keep_pressed_outside(bool p_on); bool is_keep_pressed_outside() const; void set_button_mask(MouseButton p_mask); MouseButton get_button_mask() const; void set_shortcut(const Ref<Shortcut> &p_shortcut); Ref<Shortcut> get_shortcut() const; virtual String get_tooltip(const Point2 &p_pos) const override; void set_button_group(const Ref<ButtonGroup> &p_group); Ref<ButtonGroup> get_button_group() const; void set_shortcut_feedback(bool p_feedback); bool is_shortcut_feedback() const; BaseButton(); ~BaseButton(); }; VARIANT_ENUM_CAST(BaseButton::DrawMode) VARIANT_ENUM_CAST(BaseButton::ActionMode) class ButtonGroup : public Resource { GDCLASS(ButtonGroup, Resource); friend class BaseButton; HashSet<BaseButton *> buttons; protected: static void _bind_methods(); public: BaseButton *get_pressed_button(); void get_buttons(List<BaseButton *> *r_buttons); TypedArray<BaseButton> _get_buttons(); ButtonGroup(); }; #endif // BASE_BUTTON_H