godot/scene/gui/base_button.h
Juan Linietsky dd3a1b08a9 Button shortcuts no longer "press" the Button.
* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.

Fixes #45033 and possibly others.
2023-01-13 18:43:02 +01:00

167 lines
5.4 KiB
C++

/**************************************************************************/
/* base_button.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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:
BitField<MouseButtonMask> button_mask = MouseButtonMask::LEFT;
bool toggle_mode = false;
bool shortcut_in_tooltip = true;
bool was_mouse_pressed = false;
bool keep_pressed_outside = false;
bool shortcut_feedback = true;
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);
Timer *shortcut_feedback_timer = nullptr;
bool in_shortcut_feedback = false;
void _shortcut_feedback_timeout();
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_shortcut_feedback(bool p_enable);
bool is_shortcut_feedback() const;
void set_button_mask(BitField<MouseButtonMask> p_mask);
BitField<MouseButtonMask> 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;
PackedStringArray get_configuration_warnings() const override;
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