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570 lines
17 KiB
C++
570 lines
17 KiB
C++
/**************************************************************************/
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/* base_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "base_button.h"
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#include "core/config/project_settings.h"
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#include "core/os/keyboard.h"
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#include "scene/gui/label.h"
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#include "scene/main/window.h"
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void BaseButton::_unpress_group() {
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if (!button_group.is_valid()) {
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return;
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}
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if (toggle_mode && !button_group->is_allow_unpress()) {
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status.pressed = true;
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}
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for (BaseButton *E : button_group->buttons) {
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if (E == this) {
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continue;
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}
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E->set_pressed(false);
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}
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}
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void BaseButton::gui_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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if (status.disabled) { // no interaction with disabled button
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return;
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}
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Ref<InputEventMouseButton> mouse_button = p_event;
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bool ui_accept = p_event->is_action("ui_accept", true) && !p_event->is_echo();
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bool button_masked = mouse_button.is_valid() && button_mask.has_flag(mouse_button_to_mask(mouse_button->get_button_index()));
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if (button_masked || ui_accept) {
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was_mouse_pressed = button_masked;
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on_action_event(p_event);
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was_mouse_pressed = false;
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return;
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}
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Ref<InputEventMouseMotion> mouse_motion = p_event;
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if (mouse_motion.is_valid()) {
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if (status.press_attempt) {
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bool last_press_inside = status.pressing_inside;
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status.pressing_inside = has_point(mouse_motion->get_position());
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if (last_press_inside != status.pressing_inside) {
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queue_redraw();
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}
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}
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}
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}
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void BaseButton::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_MOUSE_ENTER: {
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status.hovering = true;
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queue_redraw();
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} break;
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case NOTIFICATION_MOUSE_EXIT: {
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status.hovering = false;
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queue_redraw();
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} break;
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case NOTIFICATION_DRAG_BEGIN:
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case NOTIFICATION_SCROLL_BEGIN: {
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if (status.press_attempt) {
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status.press_attempt = false;
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queue_redraw();
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}
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} break;
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case NOTIFICATION_FOCUS_ENTER: {
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queue_redraw();
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} break;
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case NOTIFICATION_FOCUS_EXIT: {
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if (status.press_attempt) {
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status.press_attempt = false;
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queue_redraw();
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} else if (status.hovering) {
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queue_redraw();
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}
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED:
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case NOTIFICATION_EXIT_TREE: {
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if (p_what == NOTIFICATION_VISIBILITY_CHANGED && is_visible_in_tree()) {
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break;
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}
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if (!toggle_mode) {
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status.pressed = false;
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}
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status.hovering = false;
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status.press_attempt = false;
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status.pressing_inside = false;
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} break;
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}
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}
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void BaseButton::_pressed() {
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GDVIRTUAL_CALL(_pressed);
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pressed();
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emit_signal(SceneStringName(pressed));
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}
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void BaseButton::_toggled(bool p_pressed) {
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GDVIRTUAL_CALL(_toggled, p_pressed);
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toggled(p_pressed);
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emit_signal(SceneStringName(toggled), p_pressed);
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}
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void BaseButton::on_action_event(Ref<InputEvent> p_event) {
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Ref<InputEventMouseButton> mouse_button = p_event;
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if (p_event->is_pressed() && (mouse_button.is_null() || status.hovering)) {
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status.press_attempt = true;
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status.pressing_inside = true;
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emit_signal(SNAME("button_down"));
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}
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if (status.press_attempt && status.pressing_inside) {
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if (toggle_mode) {
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bool is_pressed = p_event->is_pressed();
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if ((is_pressed && action_mode == ACTION_MODE_BUTTON_PRESS) || (!is_pressed && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
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if (action_mode == ACTION_MODE_BUTTON_PRESS) {
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status.press_attempt = false;
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status.pressing_inside = false;
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}
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status.pressed = !status.pressed;
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_unpress_group();
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if (button_group.is_valid()) {
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button_group->emit_signal(SceneStringName(pressed), this);
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}
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_toggled(status.pressed);
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_pressed();
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}
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} else {
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if ((p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_PRESS) || (!p_event->is_pressed() && action_mode == ACTION_MODE_BUTTON_RELEASE)) {
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_pressed();
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}
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}
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}
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if (!p_event->is_pressed()) {
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status.press_attempt = false;
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status.pressing_inside = false;
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emit_signal(SNAME("button_up"));
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}
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queue_redraw();
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}
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void BaseButton::pressed() {
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}
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void BaseButton::toggled(bool p_pressed) {
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}
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void BaseButton::set_disabled(bool p_disabled) {
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if (status.disabled == p_disabled) {
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return;
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}
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status.disabled = p_disabled;
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if (p_disabled) {
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if (!toggle_mode) {
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status.pressed = false;
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}
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status.press_attempt = false;
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status.pressing_inside = false;
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}
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queue_redraw();
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}
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bool BaseButton::is_disabled() const {
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return status.disabled;
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}
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void BaseButton::set_pressed(bool p_pressed) {
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bool prev_pressed = status.pressed;
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set_pressed_no_signal(p_pressed);
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if (status.pressed == prev_pressed) {
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return;
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}
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if (p_pressed) {
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_unpress_group();
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if (button_group.is_valid()) {
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button_group->emit_signal(SceneStringName(pressed), this);
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}
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}
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_toggled(status.pressed);
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}
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void BaseButton::set_pressed_no_signal(bool p_pressed) {
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if (!toggle_mode) {
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return;
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}
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if (status.pressed == p_pressed) {
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return;
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}
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status.pressed = p_pressed;
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queue_redraw();
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}
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bool BaseButton::is_pressing() const {
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return status.press_attempt;
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}
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bool BaseButton::is_pressed() const {
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return toggle_mode ? status.pressed : status.press_attempt;
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}
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bool BaseButton::is_hovered() const {
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return status.hovering;
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}
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BaseButton::DrawMode BaseButton::get_draw_mode() const {
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if (status.disabled) {
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return DRAW_DISABLED;
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}
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if (in_shortcut_feedback) {
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return DRAW_HOVER_PRESSED;
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}
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if (!status.press_attempt && status.hovering) {
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if (status.pressed) {
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return DRAW_HOVER_PRESSED;
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}
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return DRAW_HOVER;
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} else {
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// Determine if pressed or not.
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bool pressing;
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if (status.press_attempt) {
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pressing = (status.pressing_inside || keep_pressed_outside);
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if (status.pressed) {
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pressing = !pressing;
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}
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} else {
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pressing = status.pressed;
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}
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if (pressing) {
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return DRAW_PRESSED;
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} else {
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return DRAW_NORMAL;
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}
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}
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}
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void BaseButton::set_toggle_mode(bool p_on) {
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// Make sure to set 'pressed' to false if we are not in toggle mode
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if (!p_on) {
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set_pressed(false);
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}
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toggle_mode = p_on;
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update_configuration_warnings();
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}
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bool BaseButton::is_toggle_mode() const {
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return toggle_mode;
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}
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void BaseButton::set_shortcut_in_tooltip(bool p_on) {
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shortcut_in_tooltip = p_on;
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}
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bool BaseButton::is_shortcut_in_tooltip_enabled() const {
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return shortcut_in_tooltip;
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}
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void BaseButton::set_action_mode(ActionMode p_mode) {
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action_mode = p_mode;
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}
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BaseButton::ActionMode BaseButton::get_action_mode() const {
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return action_mode;
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}
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void BaseButton::set_button_mask(BitField<MouseButtonMask> p_mask) {
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button_mask = p_mask;
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}
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BitField<MouseButtonMask> BaseButton::get_button_mask() const {
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return button_mask;
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}
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void BaseButton::set_keep_pressed_outside(bool p_on) {
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keep_pressed_outside = p_on;
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}
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bool BaseButton::is_keep_pressed_outside() const {
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return keep_pressed_outside;
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}
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void BaseButton::set_shortcut_feedback(bool p_enable) {
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shortcut_feedback = p_enable;
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}
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bool BaseButton::is_shortcut_feedback() const {
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return shortcut_feedback;
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}
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void BaseButton::set_shortcut(const Ref<Shortcut> &p_shortcut) {
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shortcut = p_shortcut;
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set_process_shortcut_input(shortcut.is_valid());
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}
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Ref<Shortcut> BaseButton::get_shortcut() const {
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return shortcut;
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}
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void BaseButton::_shortcut_feedback_timeout() {
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in_shortcut_feedback = false;
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queue_redraw();
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}
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void BaseButton::shortcut_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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if (!is_disabled() && p_event->is_pressed() && is_visible_in_tree() && !p_event->is_echo() && shortcut.is_valid() && shortcut->matches_event(p_event)) {
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if (toggle_mode) {
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status.pressed = !status.pressed;
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_unpress_group();
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if (button_group.is_valid()) {
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button_group->emit_signal(SceneStringName(pressed), this);
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}
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_toggled(status.pressed);
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_pressed();
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} else {
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_pressed();
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}
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queue_redraw();
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accept_event();
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if (shortcut_feedback && is_inside_tree()) {
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if (shortcut_feedback_timer == nullptr) {
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shortcut_feedback_timer = memnew(Timer);
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shortcut_feedback_timer->set_one_shot(true);
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add_child(shortcut_feedback_timer);
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shortcut_feedback_timer->set_wait_time(GLOBAL_GET("gui/timers/button_shortcut_feedback_highlight_time"));
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shortcut_feedback_timer->connect("timeout", callable_mp(this, &BaseButton::_shortcut_feedback_timeout));
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}
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in_shortcut_feedback = true;
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shortcut_feedback_timer->start();
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}
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}
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}
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Control *BaseButton::make_custom_tooltip(const String &p_text) const {
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Control *control = Control::make_custom_tooltip(p_text);
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if (control) {
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return control;
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}
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if (!shortcut_in_tooltip || shortcut.is_null() || !shortcut->has_valid_event()) {
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return nullptr; // Use the default tooltip label.
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}
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String text = atr(shortcut->get_name()) + " (" + shortcut->get_as_text() + ")";
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if (!p_text.is_empty() && shortcut->get_name().nocasecmp_to(p_text) != 0) {
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text += "\n" + atr(p_text);
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}
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// Make a label similar to the default tooltip label.
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// Auto translation is disabled because we already did that manually above.
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//
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// We can't customize the tooltip text by overriding `get_tooltip()`
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// because otherwise user-defined `_make_custom_tooltip()` would receive
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// the translated and annotated text.
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Label *label = memnew(Label(text));
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label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
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label->set_theme_type_variation(SNAME("TooltipLabel"));
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return label;
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}
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void BaseButton::set_button_group(const Ref<ButtonGroup> &p_group) {
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if (button_group.is_valid()) {
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button_group->buttons.erase(this);
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}
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button_group = p_group;
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if (button_group.is_valid()) {
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button_group->buttons.insert(this);
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}
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queue_redraw(); //checkbox changes to radio if set a buttongroup
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update_configuration_warnings();
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}
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Ref<ButtonGroup> BaseButton::get_button_group() const {
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return button_group;
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}
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bool BaseButton::_was_pressed_by_mouse() const {
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return was_mouse_pressed;
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}
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PackedStringArray BaseButton::get_configuration_warnings() const {
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PackedStringArray warnings = Control::get_configuration_warnings();
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if (get_button_group().is_valid() && !is_toggle_mode()) {
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warnings.push_back(RTR("ButtonGroup is intended to be used only with buttons that have toggle_mode set to true."));
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}
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return warnings;
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}
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void BaseButton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &BaseButton::set_pressed);
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ClassDB::bind_method(D_METHOD("is_pressed"), &BaseButton::is_pressed);
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ClassDB::bind_method(D_METHOD("set_pressed_no_signal", "pressed"), &BaseButton::set_pressed_no_signal);
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ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered);
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ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode);
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ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode);
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ClassDB::bind_method(D_METHOD("set_shortcut_in_tooltip", "enabled"), &BaseButton::set_shortcut_in_tooltip);
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ClassDB::bind_method(D_METHOD("is_shortcut_in_tooltip_enabled"), &BaseButton::is_shortcut_in_tooltip_enabled);
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ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &BaseButton::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &BaseButton::is_disabled);
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ClassDB::bind_method(D_METHOD("set_action_mode", "mode"), &BaseButton::set_action_mode);
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ClassDB::bind_method(D_METHOD("get_action_mode"), &BaseButton::get_action_mode);
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ClassDB::bind_method(D_METHOD("set_button_mask", "mask"), &BaseButton::set_button_mask);
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ClassDB::bind_method(D_METHOD("get_button_mask"), &BaseButton::get_button_mask);
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ClassDB::bind_method(D_METHOD("get_draw_mode"), &BaseButton::get_draw_mode);
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ClassDB::bind_method(D_METHOD("set_keep_pressed_outside", "enabled"), &BaseButton::set_keep_pressed_outside);
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ClassDB::bind_method(D_METHOD("is_keep_pressed_outside"), &BaseButton::is_keep_pressed_outside);
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ClassDB::bind_method(D_METHOD("set_shortcut_feedback", "enabled"), &BaseButton::set_shortcut_feedback);
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ClassDB::bind_method(D_METHOD("is_shortcut_feedback"), &BaseButton::is_shortcut_feedback);
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ClassDB::bind_method(D_METHOD("set_shortcut", "shortcut"), &BaseButton::set_shortcut);
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ClassDB::bind_method(D_METHOD("get_shortcut"), &BaseButton::get_shortcut);
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ClassDB::bind_method(D_METHOD("set_button_group", "button_group"), &BaseButton::set_button_group);
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ClassDB::bind_method(D_METHOD("get_button_group"), &BaseButton::get_button_group);
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GDVIRTUAL_BIND(_pressed);
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GDVIRTUAL_BIND(_toggled, "toggled_on");
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ADD_SIGNAL(MethodInfo("pressed"));
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ADD_SIGNAL(MethodInfo("button_up"));
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ADD_SIGNAL(MethodInfo("button_down"));
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ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "toggled_on")));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "button_pressed"), "set_pressed", "is_pressed");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_pressed_outside"), "set_keep_pressed_outside", "is_keep_pressed_outside");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "button_group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");
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ADD_GROUP("Shortcut", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut", PROPERTY_HINT_RESOURCE_TYPE, "Shortcut"), "set_shortcut", "get_shortcut");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_feedback"), "set_shortcut_feedback", "is_shortcut_feedback");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled");
|
|
|
|
BIND_ENUM_CONSTANT(DRAW_NORMAL);
|
|
BIND_ENUM_CONSTANT(DRAW_PRESSED);
|
|
BIND_ENUM_CONSTANT(DRAW_HOVER);
|
|
BIND_ENUM_CONSTANT(DRAW_DISABLED);
|
|
BIND_ENUM_CONSTANT(DRAW_HOVER_PRESSED);
|
|
|
|
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_PRESS);
|
|
BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_RELEASE);
|
|
|
|
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "gui/timers/button_shortcut_feedback_highlight_time", PROPERTY_HINT_RANGE, "0.01,10,0.01,suffix:s"), 0.2);
|
|
}
|
|
|
|
BaseButton::BaseButton() {
|
|
set_focus_mode(FOCUS_ALL);
|
|
}
|
|
|
|
BaseButton::~BaseButton() {
|
|
if (button_group.is_valid()) {
|
|
button_group->buttons.erase(this);
|
|
}
|
|
}
|
|
|
|
void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) {
|
|
for (BaseButton *E : buttons) {
|
|
r_buttons->push_back(E);
|
|
}
|
|
}
|
|
|
|
TypedArray<BaseButton> ButtonGroup::_get_buttons() {
|
|
TypedArray<BaseButton> btns;
|
|
for (const BaseButton *E : buttons) {
|
|
btns.push_back(E);
|
|
}
|
|
|
|
return btns;
|
|
}
|
|
|
|
BaseButton *ButtonGroup::get_pressed_button() {
|
|
for (BaseButton *E : buttons) {
|
|
if (E->is_pressed()) {
|
|
return E;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void ButtonGroup::set_allow_unpress(bool p_enabled) {
|
|
allow_unpress = p_enabled;
|
|
}
|
|
bool ButtonGroup::is_allow_unpress() {
|
|
return allow_unpress;
|
|
}
|
|
|
|
void ButtonGroup::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_pressed_button"), &ButtonGroup::get_pressed_button);
|
|
ClassDB::bind_method(D_METHOD("get_buttons"), &ButtonGroup::_get_buttons);
|
|
ClassDB::bind_method(D_METHOD("set_allow_unpress", "enabled"), &ButtonGroup::set_allow_unpress);
|
|
ClassDB::bind_method(D_METHOD("is_allow_unpress"), &ButtonGroup::is_allow_unpress);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_unpress"), "set_allow_unpress", "is_allow_unpress");
|
|
|
|
ADD_SIGNAL(MethodInfo("pressed", PropertyInfo(Variant::OBJECT, "button", PROPERTY_HINT_RESOURCE_TYPE, "BaseButton")));
|
|
}
|
|
|
|
ButtonGroup::ButtonGroup() {
|
|
set_local_to_scene(true);
|
|
}
|