godot/scene/2d/touch_screen_button.cpp

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/**************************************************************************/
/* touch_screen_button.cpp */
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/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "touch_screen_button.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"
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void TouchScreenButton::set_texture_normal(const Ref<Texture2D> &p_texture) {
if (texture_normal == p_texture) {
return;
}
if (texture_normal.is_valid()) {
texture_normal->disconnect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
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texture_normal = p_texture;
if (texture_normal.is_valid()) {
texture_normal->connect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
}
queue_redraw();
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}
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Ref<Texture2D> TouchScreenButton::get_texture_normal() const {
return texture_normal;
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}
void TouchScreenButton::set_texture_pressed(const Ref<Texture2D> &p_texture_pressed) {
if (texture_pressed == p_texture_pressed) {
return;
}
if (texture_pressed.is_valid()) {
texture_pressed->disconnect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
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texture_pressed = p_texture_pressed;
if (texture_pressed.is_valid()) {
texture_pressed->connect(SceneStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
}
queue_redraw();
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}
Ref<Texture2D> TouchScreenButton::get_texture_pressed() const {
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return texture_pressed;
}
void TouchScreenButton::set_bitmask(const Ref<BitMap> &p_bitmask) {
bitmask = p_bitmask;
}
Ref<BitMap> TouchScreenButton::get_bitmask() const {
return bitmask;
}
void TouchScreenButton::set_shape(const Ref<Shape2D> &p_shape) {
if (shape == p_shape) {
return;
}
if (shape.is_valid()) {
shape->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
shape = p_shape;
if (shape.is_valid()) {
shape->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
queue_redraw();
}
Ref<Shape2D> TouchScreenButton::get_shape() const {
return shape;
}
void TouchScreenButton::set_shape_centered(bool p_shape_centered) {
shape_centered = p_shape_centered;
queue_redraw();
}
bool TouchScreenButton::is_shape_visible() const {
return shape_visible;
}
void TouchScreenButton::set_shape_visible(bool p_shape_visible) {
shape_visible = p_shape_visible;
queue_redraw();
}
bool TouchScreenButton::is_shape_centered() const {
return shape_centered;
}
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void TouchScreenButton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (!is_inside_tree()) {
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return;
}
if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
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return;
}
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if (finger_pressed != -1) {
if (texture_pressed.is_valid()) {
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draw_texture(texture_pressed, Point2());
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} else if (texture_normal.is_valid()) {
draw_texture(texture_normal, Point2());
}
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} else {
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if (texture_normal.is_valid()) {
draw_texture(texture_normal, Point2());
}
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}
if (!shape_visible) {
return;
}
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
return;
}
if (shape.is_valid()) {
Color draw_col = get_tree()->get_debug_collisions_color();
Vector2 pos;
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if (shape_centered && texture_normal.is_valid()) {
pos = texture_normal->get_size() * 0.5;
}
draw_set_transform_matrix(get_canvas_transform().translated_local(pos));
shape->draw(get_canvas_item(), draw_col);
}
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} break;
case NOTIFICATION_ENTER_TREE: {
if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
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return;
}
queue_redraw();
if (!Engine::get_singleton()->is_editor_hint()) {
set_process_input(is_visible_in_tree());
}
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} break;
case NOTIFICATION_EXIT_TREE: {
if (is_pressed()) {
_release(true);
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (Engine::get_singleton()->is_editor_hint()) {
break;
}
if (is_visible_in_tree()) {
set_process_input(true);
} else {
set_process_input(false);
if (is_pressed()) {
_release();
}
}
} break;
case NOTIFICATION_PAUSED: {
if (is_pressed()) {
_release();
}
} break;
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}
}
bool TouchScreenButton::is_pressed() const {
return finger_pressed != -1;
}
void TouchScreenButton::set_action(const String &p_action) {
action = p_action;
}
String TouchScreenButton::get_action() const {
return action;
}
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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const InputEventScreenTouch *st = Object::cast_to<InputEventScreenTouch>(*p_event);
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if (passby_press) {
const InputEventScreenDrag *sd = Object::cast_to<InputEventScreenDrag>(*p_event);
if (st && !st->is_pressed() && finger_pressed == st->get_index()) {
_release();
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}
if ((st && st->is_pressed()) || sd) {
int index = st ? st->get_index() : sd->get_index();
Point2 coord = st ? st->get_position() : sd->get_position();
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if (finger_pressed == -1 || index == finger_pressed) {
if (_is_point_inside(coord)) {
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if (finger_pressed == -1) {
_press(index);
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}
} else {
if (finger_pressed != -1) {
_release();
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}
}
}
}
} else {
if (st) {
if (st->is_pressed()) {
const bool can_press = finger_pressed == -1;
if (!can_press) {
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return; //already fingering
}
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if (_is_point_inside(st->get_position())) {
_press(st->get_index());
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}
} else {
if (st->get_index() == finger_pressed) {
_release();
}
}
}
}
}
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bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
bool touched = false;
bool check_rect = true;
if (shape.is_valid()) {
check_rect = false;
Vector2 pos;
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if (shape_centered && texture_normal.is_valid()) {
pos = texture_normal->get_size() * 0.5;
}
touched = shape->collide(Transform2D().translated_local(pos), unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
}
if (bitmask.is_valid()) {
check_rect = false;
if (!touched && Rect2(Point2(), bitmask->get_size()).has_point(coord)) {
if (bitmask->get_bitv(coord)) {
touched = true;
}
}
}
if (!touched && check_rect) {
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if (texture_normal.is_valid()) {
touched = Rect2(Size2(), texture_normal->get_size()).has_point(coord);
}
}
return touched;
}
void TouchScreenButton::_press(int p_finger_pressed) {
finger_pressed = p_finger_pressed;
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if (action != StringName()) {
Input::get_singleton()->action_press(action);
Ref<InputEventAction> iea;
iea.instantiate();
iea->set_action(action);
iea->set_pressed(true);
get_viewport()->push_input(iea, true);
}
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emit_signal(SNAME("pressed"));
queue_redraw();
}
void TouchScreenButton::_release(bool p_exiting_tree) {
finger_pressed = -1;
if (action != StringName()) {
Input::get_singleton()->action_release(action);
if (!p_exiting_tree) {
Ref<InputEventAction> iea;
iea.instantiate();
iea->set_action(action);
iea->set_pressed(false);
get_viewport()->push_input(iea, true);
}
}
if (!p_exiting_tree) {
emit_signal(SNAME("released"));
queue_redraw();
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}
}
#ifdef TOOLS_ENABLED
Rect2 TouchScreenButton::_edit_get_rect() const {
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if (texture_normal.is_null()) {
return CanvasItem::_edit_get_rect();
}
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return Rect2(Size2(), texture_normal->get_size());
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}
bool TouchScreenButton::_edit_use_rect() const {
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return !texture_normal.is_null();
}
#endif
Rect2 TouchScreenButton::get_anchorable_rect() const {
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if (texture_normal.is_null()) {
return CanvasItem::get_anchorable_rect();
}
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return Rect2(Size2(), texture_normal->get_size());
}
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void TouchScreenButton::set_visibility_mode(VisibilityMode p_mode) {
visibility = p_mode;
queue_redraw();
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}
TouchScreenButton::VisibilityMode TouchScreenButton::get_visibility_mode() const {
return visibility;
}
void TouchScreenButton::set_passby_press(bool p_enable) {
passby_press = p_enable;
}
bool TouchScreenButton::is_passby_press_enabled() const {
return passby_press;
}
#ifndef DISABLE_DEPRECATED
bool TouchScreenButton::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == SNAME("normal")) { // Compatibility with Godot 3.x.
set_texture_normal(p_value);
return true;
} else if (p_name == SNAME("pressed")) { // Compatibility with Godot 3.x.
set_texture_pressed(p_value);
return true;
}
return false;
}
#endif // DISABLE_DEPRECATED
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void TouchScreenButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture_normal", "texture"), &TouchScreenButton::set_texture_normal);
ClassDB::bind_method(D_METHOD("get_texture_normal"), &TouchScreenButton::get_texture_normal);
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ClassDB::bind_method(D_METHOD("set_texture_pressed", "texture"), &TouchScreenButton::set_texture_pressed);
ClassDB::bind_method(D_METHOD("get_texture_pressed"), &TouchScreenButton::get_texture_pressed);
ClassDB::bind_method(D_METHOD("set_bitmask", "bitmask"), &TouchScreenButton::set_bitmask);
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);
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);
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);
ClassDB::bind_method(D_METHOD("is_shape_visible"), &TouchScreenButton::is_shape_visible);
ClassDB::bind_method(D_METHOD("set_action", "action"), &TouchScreenButton::set_action);
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);
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);
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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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_normal", "get_texture_normal");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_pressed", "get_texture_pressed");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bitmask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_bitmask", "get_bitmask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_centered"), "set_shape_centered", "is_shape_centered");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_visible"), "set_shape_visible", "is_shape_visible");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "passby_press"), "set_passby_press", "is_passby_press_enabled");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action"), "set_action", "get_action");
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"));
ADD_SIGNAL(MethodInfo("released"));
BIND_ENUM_CONSTANT(VISIBILITY_ALWAYS);
BIND_ENUM_CONSTANT(VISIBILITY_TOUCHSCREEN_ONLY);
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}
TouchScreenButton::TouchScreenButton() {
unit_rect = Ref<RectangleShape2D>(memnew(RectangleShape2D));
unit_rect->set_size(Vector2(1, 1));
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}