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path: root/scene/gui/texture_button.cpp
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/*************************************************************************/
/*  texture_button.cpp                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* 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       */
/* "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.                */
/*************************************************************************/

#include "texture_button.h"

#include "core/typedefs.h"

#include <stdlib.h>

Size2 TextureButton::get_minimum_size() const {
	Size2 rscale = Control::get_minimum_size();

	if (!expand) {
		if (normal.is_null()) {
			if (pressed.is_null()) {
				if (hover.is_null()) {
					if (click_mask.is_null()) {
						rscale = Size2();
					} else {
						rscale = click_mask->get_size();
					}
				} else {
					rscale = hover->get_size();
				}
			} else {
				rscale = pressed->get_size();
			}

		} else {
			rscale = normal->get_size();
		}
	}

	return rscale.abs();
}

bool TextureButton::has_point(const Point2 &p_point) const {
	if (click_mask.is_valid()) {
		Point2 point = p_point;
		Rect2 rect = Rect2();
		Size2 mask_size = click_mask->get_size();

		if (_position_rect.has_no_area()) {
			rect.size = mask_size;
		} else if (_tile) {
			// if the stretch mode is tile we offset the point to keep it inside the mask size
			rect.size = mask_size;
			if (_position_rect.has_point(point)) {
				int cols = (int)Math::ceil(_position_rect.size.x / mask_size.x);
				int rows = (int)Math::ceil(_position_rect.size.y / mask_size.y);
				int col = (int)(point.x / mask_size.x) % cols;
				int row = (int)(point.y / mask_size.y) % rows;
				point.x -= mask_size.x * col;
				point.y -= mask_size.y * row;
			}
		} else {
			// we need to transform the point from our scaled / translated image back to our mask image
			Point2 ofs = _position_rect.position;
			Size2 scale = mask_size / _position_rect.size;

			switch (stretch_mode) {
				case STRETCH_KEEP_ASPECT_COVERED: {
					// if the stretch mode is aspect covered the image uses a texture region so we need to take that into account
					float min = MIN(scale.x, scale.y);
					scale.x = min;
					scale.y = min;
					ofs -= _texture_region.position / min;
				} break;
				default: {
					// FIXME: Why a switch if we only handle one enum value?
				}
			}

			// offset and scale the new point position to adjust it to the bitmask size
			point -= ofs;
			point *= scale;

			// finally, we need to check if the point is inside a rectangle with a position >= 0,0 and a size <= mask_size
			rect.position = Point2(MAX(0, _texture_region.position.x), MAX(0, _texture_region.position.y));
			rect.size = Size2(MIN(mask_size.x, _texture_region.size.x), MIN(mask_size.y, _texture_region.size.y));
		}

		if (!rect.has_point(point)) {
			return false;
		}

		Point2i p = point;
		return click_mask->get_bit(p);
	}

	return Control::has_point(p_point);
}

void TextureButton::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_DRAW: {
			DrawMode draw_mode = get_draw_mode();

			Ref<Texture2D> texdraw;

			switch (draw_mode) {
				case DRAW_NORMAL: {
					if (normal.is_valid()) {
						texdraw = normal;
					}
				} break;
				case DRAW_HOVER_PRESSED:
				case DRAW_PRESSED: {
					if (pressed.is_null()) {
						if (hover.is_null()) {
							if (normal.is_valid()) {
								texdraw = normal;
							}
						} else {
							texdraw = hover;
						}

					} else {
						texdraw = pressed;
					}
				} break;
				case DRAW_HOVER: {
					if (hover.is_null()) {
						if (pressed.is_valid() && is_pressed()) {
							texdraw = pressed;
						} else if (normal.is_valid()) {
							texdraw = normal;
						}
					} else {
						texdraw = hover;
					}
				} break;
				case DRAW_DISABLED: {
					if (disabled.is_null()) {
						if (normal.is_valid()) {
							texdraw = normal;
						}
					} else {
						texdraw = disabled;
					}
				} break;
			}

			Point2 ofs;
			Size2 size;

			if (texdraw.is_valid()) {
				size = texdraw->get_size();
				_texture_region = Rect2(Point2(), texdraw->get_size());
				_tile = false;
				if (expand) {
					switch (stretch_mode) {
						case STRETCH_KEEP:
							size = texdraw->get_size();
							break;
						case STRETCH_SCALE:
							size = get_size();
							break;
						case STRETCH_TILE:
							size = get_size();
							_tile = true;
							break;
						case STRETCH_KEEP_CENTERED:
							ofs = (get_size() - texdraw->get_size()) / 2;
							size = texdraw->get_size();
							break;
						case STRETCH_KEEP_ASPECT_CENTERED:
						case STRETCH_KEEP_ASPECT: {
							Size2 _size = get_size();
							float tex_width = texdraw->get_width() * _size.height / texdraw->get_height();
							float tex_height = _size.height;

							if (tex_width > _size.width) {
								tex_width = _size.width;
								tex_height = texdraw->get_height() * tex_width / texdraw->get_width();
							}

							if (stretch_mode == STRETCH_KEEP_ASPECT_CENTERED) {
								ofs.x = (_size.width - tex_width) / 2;
								ofs.y = (_size.height - tex_height) / 2;
							}
							size.width = tex_width;
							size.height = tex_height;
						} break;
						case STRETCH_KEEP_ASPECT_COVERED: {
							size = get_size();
							Size2 tex_size = texdraw->get_size();
							Size2 scale_size(size.width / tex_size.width, size.height / tex_size.height);
							float scale = scale_size.width > scale_size.height ? scale_size.width : scale_size.height;
							Size2 scaled_tex_size = tex_size * scale;
							Point2 ofs2 = ((scaled_tex_size - size) / scale).abs() / 2.0f;
							_texture_region = Rect2(ofs2, size / scale);
						} break;
					}
				}

				_position_rect = Rect2(ofs, size);

				size.width *= hflip ? -1.0f : 1.0f;
				size.height *= vflip ? -1.0f : 1.0f;

				if (_tile) {
					draw_texture_rect(texdraw, Rect2(ofs, size), _tile);
				} else {
					draw_texture_rect_region(texdraw, Rect2(ofs, size), _texture_region);
				}
			} else {
				_position_rect = Rect2();
			}

			if (has_focus() && focused.is_valid()) {
				draw_texture_rect(focused, Rect2(ofs, size), false);
			};
		} break;
	}
}

void TextureButton::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_normal_texture", "texture"), &TextureButton::set_normal_texture);
	ClassDB::bind_method(D_METHOD("set_pressed_texture", "texture"), &TextureButton::set_pressed_texture);
	ClassDB::bind_method(D_METHOD("set_hover_texture", "texture"), &TextureButton::set_hover_texture);
	ClassDB::bind_method(D_METHOD("set_disabled_texture", "texture"), &TextureButton::set_disabled_texture);
	ClassDB::bind_method(D_METHOD("set_focused_texture", "texture"), &TextureButton::set_focused_texture);
	ClassDB::bind_method(D_METHOD("set_click_mask", "mask"), &TextureButton::set_click_mask);
	ClassDB::bind_method(D_METHOD("set_expand", "expand"), &TextureButton::set_expand);
	ClassDB::bind_method(D_METHOD("set_stretch_mode", "mode"), &TextureButton::set_stretch_mode);
	ClassDB::bind_method(D_METHOD("set_flip_h", "enable"), &TextureButton::set_flip_h);
	ClassDB::bind_method(D_METHOD("is_flipped_h"), &TextureButton::is_flipped_h);
	ClassDB::bind_method(D_METHOD("set_flip_v", "enable"), &TextureButton::set_flip_v);
	ClassDB::bind_method(D_METHOD("is_flipped_v"), &TextureButton::is_flipped_v);

	ClassDB::bind_method(D_METHOD("get_normal_texture"), &TextureButton::get_normal_texture);
	ClassDB::bind_method(D_METHOD("get_pressed_texture"), &TextureButton::get_pressed_texture);
	ClassDB::bind_method(D_METHOD("get_hover_texture"), &TextureButton::get_hover_texture);
	ClassDB::bind_method(D_METHOD("get_disabled_texture"), &TextureButton::get_disabled_texture);
	ClassDB::bind_method(D_METHOD("get_focused_texture"), &TextureButton::get_focused_texture);
	ClassDB::bind_method(D_METHOD("get_click_mask"), &TextureButton::get_click_mask);
	ClassDB::bind_method(D_METHOD("get_expand"), &TextureButton::get_expand);
	ClassDB::bind_method(D_METHOD("get_stretch_mode"), &TextureButton::get_stretch_mode);

	ADD_GROUP("Textures", "texture_");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_texture", "get_normal_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_pressed_texture", "get_pressed_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_hover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_hover_texture", "get_hover_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_disabled", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_disabled_texture", "get_disabled_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_focused", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_focused_texture", "get_focused_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_click_mask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_click_mask", "get_click_mask");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "expand", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_expand", "get_expand");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "stretch_mode", PROPERTY_HINT_ENUM, "Scale,Tile,Keep,Keep Centered,Keep Aspect,Keep Aspect Centered,Keep Aspect Covered"), "set_stretch_mode", "get_stretch_mode");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_flip_h", "is_flipped_h");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_flip_v", "is_flipped_v");

	BIND_ENUM_CONSTANT(STRETCH_SCALE);
	BIND_ENUM_CONSTANT(STRETCH_TILE);
	BIND_ENUM_CONSTANT(STRETCH_KEEP);
	BIND_ENUM_CONSTANT(STRETCH_KEEP_CENTERED);
	BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT);
	BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_CENTERED);
	BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_COVERED);
}

void TextureButton::set_normal_texture(const Ref<Texture2D> &p_normal) {
	normal = p_normal;
	update();
	update_minimum_size();
}

void TextureButton::set_pressed_texture(const Ref<Texture2D> &p_pressed) {
	pressed = p_pressed;
	update();
	update_minimum_size();
}

void TextureButton::set_hover_texture(const Ref<Texture2D> &p_hover) {
	hover = p_hover;
	update();
	update_minimum_size();
}

void TextureButton::set_disabled_texture(const Ref<Texture2D> &p_disabled) {
	disabled = p_disabled;
	update();
}

void TextureButton::set_click_mask(const Ref<BitMap> &p_click_mask) {
	click_mask = p_click_mask;
	update();
	update_minimum_size();
}

Ref<Texture2D> TextureButton::get_normal_texture() const {
	return normal;
}

Ref<Texture2D> TextureButton::get_pressed_texture() const {
	return pressed;
}

Ref<Texture2D> TextureButton::get_hover_texture() const {
	return hover;
}

Ref<Texture2D> TextureButton::get_disabled_texture() const {
	return disabled;
}

Ref<BitMap> TextureButton::get_click_mask() const {
	return click_mask;
}

Ref<Texture2D> TextureButton::get_focused_texture() const {
	return focused;
};

void TextureButton::set_focused_texture(const Ref<Texture2D> &p_focused) {
	focused = p_focused;
};

bool TextureButton::get_expand() const {
	return expand;
}

void TextureButton::set_expand(bool p_expand) {
	expand = p_expand;
	update_minimum_size();
	update();
}

void TextureButton::set_stretch_mode(StretchMode p_stretch_mode) {
	stretch_mode = p_stretch_mode;
	update();
}

TextureButton::StretchMode TextureButton::get_stretch_mode() const {
	return stretch_mode;
}

void TextureButton::set_flip_h(bool p_flip) {
	hflip = p_flip;
	update();
}

bool TextureButton::is_flipped_h() const {
	return hflip;
}

void TextureButton::set_flip_v(bool p_flip) {
	vflip = p_flip;
	update();
}

bool TextureButton::is_flipped_v() const {
	return vflip;
}

TextureButton::TextureButton() {}