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/*************************************************************************/
/*  base_button.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 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 "scene/gui/control.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

class ButtonGroup;

class BaseButton : public Control {

	GDCLASS(BaseButton, Control);

public:
	enum ActionMode {
		ACTION_MODE_BUTTON_PRESS,
		ACTION_MODE_BUTTON_RELEASE,
	};

private:
	bool toggle_mode;
	FocusMode enabled_focus_mode;
	Ref<ShortCut> shortcut;

	ActionMode action_mode;
	struct Status {

		bool pressed;
		bool hovering;
		bool press_attempt;
		bool pressing_inside;

		bool disabled;
		int pressing_button;

	} status;

	Ref<ButtonGroup> button_group;

	void _unpress_group();

protected:
	virtual void pressed();
	virtual void toggled(bool p_pressed);
	static void _bind_methods();
	virtual void _gui_input(Ref<InputEvent> p_event);
	virtual void _unhandled_input(Ref<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_action_mode(ActionMode p_mode);
	ActionMode get_action_mode() 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;

	void set_button_group(const Ref<ButtonGroup> &p_group);
	Ref<ButtonGroup> get_button_group() 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);
	ButtonGroup();
};

#endif