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/*************************************************************************/
/*  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 keep_pressed_outside = false;
	Ref<Shortcut> shortcut;
	ObjectID shortcut_context;

	ActionMode action_mode = ACTION_MODE_BUTTON_RELEASE;
	struct Status {
		bool pressed = false;
		bool hovering = false;
		bool press_attempt = false;
		bool pressing_inside = 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 _is_focus_owner_in_shortcut_context() 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_context(Node *p_node);
	Node *get_shortcut_context() const;

	BaseButton();
	~BaseButton();
};

VARIANT_ENUM_CAST(BaseButton::DrawMode)
VARIANT_ENUM_CAST(BaseButton::ActionMode)

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);
	Array _get_buttons();
	ButtonGroup();
};

#endif