pandemonium_engine_minimal/scene/gui/base_button.h

130 lines
2.7 KiB
C++

#ifndef BASE_BUTTON_H
#define BASE_BUTTON_H
/* base_button.h */
#include "scene/main/control.h"
class ShortCut;
class ButtonGroup;
class BaseButton : public Control {
GDCLASS(BaseButton, Control);
public:
enum ActionMode {
ACTION_MODE_BUTTON_PRESS,
ACTION_MODE_BUTTON_RELEASE,
};
private:
int button_mask;
bool toggle_mode;
bool shortcut_in_tooltip;
bool keep_pressed_outside;
bool was_mouse_pressed;
FocusMode enabled_focus_mode;
Ref<ShortCut> shortcut;
ActionMode action_mode;
struct Status {
bool pressed;
bool hovering;
bool press_attempt;
bool pressing_inside;
bool disabled;
} 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(Ref<InputEvent> p_event);
virtual void _shortcut_input(Ref<InputEvent> p_event);
void _notification(int p_what);
bool _was_pressed_by_mouse() const;
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(int p_mask);
int get_button_mask() 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;
RBSet<BaseButton *> buttons;
protected:
static void _bind_methods();
public:
BaseButton *get_pressed_button();
void get_buttons(List<BaseButton *> *r_buttons);
Array _get_buttons();
ButtonGroup();
};
#endif