mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
synced 2024-11-17 22:17:19 +01:00
417 lines
13 KiB
C++
417 lines
13 KiB
C++
/*************************************************************************/
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/* touch_screen_button.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "touch_screen_button.h"
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#include "core/input/input_map.h"
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#include "core/input/input.h"
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#include "core/os/os.h"
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#include "scene/resources/bit_map.h"
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#include "scene/resources/shapes_2d/rectangle_shape_2d.h"
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#include "scene/resources/texture.h"
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#include "scene/main/scene_string_names.h"
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void TouchScreenButton::set_texture(const Ref<Texture> &p_texture) {
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if (texture == p_texture) {
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return;
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}
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if (texture.is_valid()) {
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texture->disconnect(SceneStringNames::get_singleton()->changed, this, "update");
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}
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texture = p_texture;
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if (texture.is_valid()) {
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texture->connect(SceneStringNames::get_singleton()->changed, this, "update", varray(), CONNECT_REFERENCE_COUNTED);
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}
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update();
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}
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Ref<Texture> TouchScreenButton::get_texture() const {
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return texture;
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}
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void TouchScreenButton::set_texture_pressed(const Ref<Texture> &p_texture_pressed) {
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if (texture_pressed == p_texture_pressed) {
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return;
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}
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if (texture_pressed.is_valid()) {
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texture_pressed->disconnect(SceneStringNames::get_singleton()->changed, this, "update");
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}
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texture_pressed = p_texture_pressed;
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if (texture_pressed.is_valid()) {
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texture_pressed->connect(SceneStringNames::get_singleton()->changed, this, "update", varray(), CONNECT_REFERENCE_COUNTED);
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}
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update();
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}
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Ref<Texture> TouchScreenButton::get_texture_pressed() const {
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return texture_pressed;
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}
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void TouchScreenButton::set_bitmask(const Ref<BitMap> &p_bitmask) {
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bitmask = p_bitmask;
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}
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Ref<BitMap> TouchScreenButton::get_bitmask() const {
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return bitmask;
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}
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void TouchScreenButton::set_shape(const Ref<Shape2D> &p_shape) {
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if (shape == p_shape) {
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return;
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}
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if (shape.is_valid()) {
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shape->disconnect(SceneStringNames::get_singleton()->changed, this, "update");
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}
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shape = p_shape;
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if (shape.is_valid()) {
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shape->connect(SceneStringNames::get_singleton()->changed, this, "update");
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}
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update();
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}
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Ref<Shape2D> TouchScreenButton::get_shape() const {
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return shape;
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}
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void TouchScreenButton::set_shape_centered(bool p_shape_centered) {
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shape_centered = p_shape_centered;
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update();
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}
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bool TouchScreenButton::is_shape_visible() const {
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return shape_visible;
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}
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void TouchScreenButton::set_shape_visible(bool p_shape_visible) {
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shape_visible = p_shape_visible;
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update();
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}
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bool TouchScreenButton::is_shape_centered() const {
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return shape_centered;
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}
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void TouchScreenButton::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_DRAW: {
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if (!is_inside_tree()) {
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return;
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}
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if (!Engine::get_singleton()->is_editor_hint() && !OS::get_singleton()->has_touchscreen_ui_hint() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
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return;
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}
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if (finger_pressed != -1) {
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if (texture_pressed.is_valid()) {
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draw_texture(texture_pressed, Point2());
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} else if (texture.is_valid()) {
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draw_texture(texture, Point2());
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}
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} else {
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if (texture.is_valid()) {
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draw_texture(texture, Point2());
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}
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}
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if (!shape_visible) {
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return;
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}
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
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return;
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}
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if (shape.is_valid()) {
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Color draw_col = get_tree()->get_debug_collisions_color();
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Vector2 size = texture.is_null() ? shape->get_rect().size : texture->get_size();
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Vector2 pos = shape_centered ? size * 0.5f : Vector2();
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draw_set_transform_matrix(get_canvas_transform().translated_local(pos));
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shape->draw(get_canvas_item(), draw_col);
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}
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} break;
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case NOTIFICATION_ENTER_TREE: {
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if (!Engine::get_singleton()->is_editor_hint() && !OS::get_singleton()->has_touchscreen_ui_hint() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
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return;
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}
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update();
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if (!Engine::get_singleton()->is_editor_hint()) {
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set_process_input(is_visible_in_tree());
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (is_pressed()) {
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_release(true);
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}
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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if (Engine::get_singleton()->is_editor_hint()) {
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break;
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}
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if (is_visible_in_tree()) {
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set_process_input(true);
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} else {
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set_process_input(false);
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if (is_pressed()) {
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_release();
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}
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}
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} break;
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case NOTIFICATION_PAUSED: {
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if (is_pressed()) {
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_release();
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}
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} break;
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}
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}
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bool TouchScreenButton::is_pressed() const {
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return finger_pressed != -1;
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}
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void TouchScreenButton::set_action(const String &p_action) {
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action = p_action;
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}
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String TouchScreenButton::get_action() const {
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return action;
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}
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void TouchScreenButton::_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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if (!is_visible_in_tree()) {
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return;
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}
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if (p_event->get_device() != 0) {
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return;
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}
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const InputEventScreenTouch *st = Object::cast_to<InputEventScreenTouch>(*p_event);
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if (passby_press) {
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const InputEventScreenDrag *sd = Object::cast_to<InputEventScreenDrag>(*p_event);
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if (st && !st->is_pressed() && finger_pressed == st->get_index()) {
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_release();
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}
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if ((st && st->is_pressed()) || sd) {
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int index = st ? st->get_index() : sd->get_index();
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Point2 coord = st ? st->get_position() : sd->get_position();
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if (finger_pressed == -1 || index == finger_pressed) {
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if (_is_point_inside(coord)) {
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if (finger_pressed == -1) {
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_press(index);
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}
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} else {
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if (finger_pressed != -1) {
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_release();
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}
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}
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}
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}
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} else {
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if (st) {
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if (st->is_pressed()) {
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const bool can_press = finger_pressed == -1;
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if (!can_press) {
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return; //already fingering
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}
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if (_is_point_inside(st->get_position())) {
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_press(st->get_index());
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}
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} else {
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if (st->get_index() == finger_pressed) {
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_release();
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}
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}
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}
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}
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}
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bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
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Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
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bool touched = false;
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bool check_rect = true;
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if (shape.is_valid()) {
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check_rect = false;
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Vector2 size = texture.is_null() ? shape->get_rect().size : texture->get_size();
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Transform2D xform = shape_centered ? Transform2D().translated_local(size * 0.5f) : Transform2D();
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touched = shape->collide(xform, unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
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}
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if (bitmask.is_valid()) {
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check_rect = false;
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if (!touched && Rect2(Point2(), bitmask->get_size()).has_point(coord)) {
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if (bitmask->get_bit(coord)) {
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touched = true;
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}
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}
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}
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if (!touched && check_rect) {
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if (texture.is_valid()) {
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touched = Rect2(Size2(), texture->get_size()).has_point(coord);
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}
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}
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return touched;
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}
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void TouchScreenButton::_press(int p_finger_pressed) {
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finger_pressed = p_finger_pressed;
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if (action != StringName()) {
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Input::get_singleton()->action_press(action);
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Ref<InputEventAction> iea;
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iea.instance();
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iea->set_action(action);
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iea->set_pressed(true);
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get_tree()->input_event(iea);
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}
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emit_signal("pressed");
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update();
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}
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void TouchScreenButton::_release(bool p_exiting_tree) {
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finger_pressed = -1;
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if (action != StringName()) {
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Input::get_singleton()->action_release(action);
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if (!p_exiting_tree) {
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Ref<InputEventAction> iea;
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iea.instance();
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iea->set_action(action);
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iea->set_pressed(false);
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get_tree()->input_event(iea);
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}
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}
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if (!p_exiting_tree) {
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emit_signal("released");
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update();
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}
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}
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Rect2 TouchScreenButton::get_anchorable_rect() const {
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if (texture.is_null()) {
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return CanvasItem::get_anchorable_rect();
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}
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return Rect2(Size2(), texture->get_size());
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}
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void TouchScreenButton::set_visibility_mode(VisibilityMode p_mode) {
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visibility = p_mode;
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update();
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}
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TouchScreenButton::VisibilityMode TouchScreenButton::get_visibility_mode() const {
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return visibility;
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}
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void TouchScreenButton::set_passby_press(bool p_enable) {
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passby_press = p_enable;
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}
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bool TouchScreenButton::is_passby_press_enabled() const {
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return passby_press;
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}
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void TouchScreenButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &TouchScreenButton::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &TouchScreenButton::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture_pressed", "texture_pressed"), &TouchScreenButton::set_texture_pressed);
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ClassDB::bind_method(D_METHOD("get_texture_pressed"), &TouchScreenButton::get_texture_pressed);
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ClassDB::bind_method(D_METHOD("set_bitmask", "bitmask"), &TouchScreenButton::set_bitmask);
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ClassDB::bind_method(D_METHOD("get_bitmask"), &TouchScreenButton::get_bitmask);
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ClassDB::bind_method(D_METHOD("set_shape", "shape"), &TouchScreenButton::set_shape);
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ClassDB::bind_method(D_METHOD("get_shape"), &TouchScreenButton::get_shape);
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ClassDB::bind_method(D_METHOD("set_shape_centered", "bool"), &TouchScreenButton::set_shape_centered);
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ClassDB::bind_method(D_METHOD("is_shape_centered"), &TouchScreenButton::is_shape_centered);
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ClassDB::bind_method(D_METHOD("set_shape_visible", "bool"), &TouchScreenButton::set_shape_visible);
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ClassDB::bind_method(D_METHOD("is_shape_visible"), &TouchScreenButton::is_shape_visible);
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ClassDB::bind_method(D_METHOD("set_action", "action"), &TouchScreenButton::set_action);
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ClassDB::bind_method(D_METHOD("get_action"), &TouchScreenButton::get_action);
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ClassDB::bind_method(D_METHOD("set_visibility_mode", "mode"), &TouchScreenButton::set_visibility_mode);
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ClassDB::bind_method(D_METHOD("get_visibility_mode"), &TouchScreenButton::get_visibility_mode);
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ClassDB::bind_method(D_METHOD("set_passby_press", "enabled"), &TouchScreenButton::set_passby_press);
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ClassDB::bind_method(D_METHOD("is_passby_press_enabled"), &TouchScreenButton::is_passby_press_enabled);
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ClassDB::bind_method(D_METHOD("is_pressed"), &TouchScreenButton::is_pressed);
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ClassDB::bind_method(D_METHOD("_input"), &TouchScreenButton::_input);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture_pressed", "get_texture_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bitmask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_bitmask", "get_bitmask");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_centered"), "set_shape_centered", "is_shape_centered");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_visible"), "set_shape_visible", "is_shape_visible");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "passby_press"), "set_passby_press", "is_passby_press_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action"), "set_action", "get_action");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_mode", PROPERTY_HINT_ENUM, "Always,TouchScreen Only"), "set_visibility_mode", "get_visibility_mode");
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ADD_SIGNAL(MethodInfo("pressed"));
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ADD_SIGNAL(MethodInfo("released"));
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BIND_ENUM_CONSTANT(VISIBILITY_ALWAYS);
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BIND_ENUM_CONSTANT(VISIBILITY_TOUCHSCREEN_ONLY);
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}
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TouchScreenButton::TouchScreenButton() {
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finger_pressed = -1;
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passby_press = false;
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visibility = VISIBILITY_ALWAYS;
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shape_centered = true;
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shape_visible = true;
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unit_rect = Ref<RectangleShape2D>(memnew(RectangleShape2D));
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unit_rect->set_extents(Vector2(0.5, 0.5));
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}
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