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414 | /**************************************************************************/
/* texture_button.cpp */
/**************************************************************************/
/* 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 "texture_button.h"
#include "core/typedefs.h"
#include "scene/scene_string_names.h"
#include <stdlib.h>
Size2 TextureButton::get_minimum_size() const {
Size2 rscale = Control::get_minimum_size();
if (!expand) {
if (normal.is_null()) {
if (pressed.is_null()) {
if (hover.is_null()) {
if (click_mask.is_null()) {
rscale = Size2();
} else {
rscale = click_mask->get_size();
}
} else {
rscale = hover->get_size();
}
} else {
rscale = pressed->get_size();
}
} else {
rscale = normal->get_size();
}
}
return rscale.abs();
}
bool TextureButton::has_point(const Point2 &p_point) const {
if (click_mask.is_valid()) {
Point2 point = p_point;
Rect2 rect = Rect2();
Size2 mask_size = click_mask->get_size();
if (_position_rect.has_no_area()) {
rect.size = mask_size;
} else if (_tile) {
// if the stretch mode is tile we offset the point to keep it inside the mask size
rect.size = mask_size;
if (_position_rect.has_point(point)) {
int cols = (int)Math::ceil(_position_rect.size.x / mask_size.x);
int rows = (int)Math::ceil(_position_rect.size.y / mask_size.y);
int col = (int)(point.x / mask_size.x) % cols;
int row = (int)(point.y / mask_size.y) % rows;
point.x -= mask_size.x * col;
point.y -= mask_size.y * row;
}
} else {
// we need to transform the point from our scaled / translated image back to our mask image
Point2 ofs = _position_rect.position;
Size2 scale = mask_size / _position_rect.size;
switch (stretch_mode) {
case STRETCH_KEEP_ASPECT_COVERED: {
// if the stretch mode is aspect covered the image uses a texture region so we need to take that into account
float min = MIN(scale.x, scale.y);
scale.x = min;
scale.y = min;
ofs -= _texture_region.position / min;
} break;
default: {
// FIXME: Why a switch if we only handle one enum value?
}
}
// offset and scale the new point position to adjust it to the bitmask size
point -= ofs;
point *= scale;
// finally, we need to check if the point is inside a rectangle with a position >= 0,0 and a size <= mask_size
rect.position = Point2(MAX(0, _texture_region.position.x), MAX(0, _texture_region.position.y));
rect.size = Size2(MIN(mask_size.x, _texture_region.size.x), MIN(mask_size.y, _texture_region.size.y));
}
if (!rect.has_point(point)) {
return false;
}
Point2i p = point;
return click_mask->get_bit(p);
}
return Control::has_point(p_point);
}
void TextureButton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
DrawMode draw_mode = get_draw_mode();
Ref<Texture> texdraw;
switch (draw_mode) {
case DRAW_NORMAL: {
if (normal.is_valid()) {
texdraw = normal;
}
} break;
case DRAW_HOVER_PRESSED:
case DRAW_PRESSED: {
if (pressed.is_null()) {
if (hover.is_null()) {
if (normal.is_valid()) {
texdraw = normal;
}
} else {
texdraw = hover;
}
} else {
texdraw = pressed;
}
} break;
case DRAW_HOVER: {
if (hover.is_null()) {
if (pressed.is_valid() && is_pressed()) {
texdraw = pressed;
} else if (normal.is_valid()) {
texdraw = normal;
}
} else {
texdraw = hover;
}
} break;
case DRAW_DISABLED: {
if (disabled.is_null()) {
if (normal.is_valid()) {
texdraw = normal;
}
} else {
texdraw = disabled;
}
} break;
}
Point2 ofs;
Size2 size;
bool draw_focus = (has_focus() && focused.is_valid());
// If no other texture is valid, try using focused texture.
bool draw_focus_only = draw_focus && !texdraw.is_valid();
if (draw_focus_only) {
texdraw = focused;
}
if (texdraw.is_valid()) {
size = texdraw->get_size();
_texture_region = Rect2(Point2(), texdraw->get_size());
_tile = false;
if (expand) {
switch (stretch_mode) {
case STRETCH_KEEP:
size = texdraw->get_size();
break;
case STRETCH_SCALE:
size = get_size();
break;
case STRETCH_TILE:
size = get_size();
_tile = true;
break;
case STRETCH_KEEP_CENTERED:
ofs = (get_size() - texdraw->get_size()) / 2;
size = texdraw->get_size();
break;
case STRETCH_KEEP_ASPECT_CENTERED:
case STRETCH_KEEP_ASPECT: {
Size2 _size = get_size();
float tex_width = texdraw->get_width() * _size.height / texdraw->get_height();
float tex_height = _size.height;
if (tex_width > _size.width) {
tex_width = _size.width;
tex_height = texdraw->get_height() * tex_width / texdraw->get_width();
}
if (stretch_mode == STRETCH_KEEP_ASPECT_CENTERED) {
ofs.x = (_size.width - tex_width) / 2;
ofs.y = (_size.height - tex_height) / 2;
}
size.width = tex_width;
size.height = tex_height;
} break;
case STRETCH_KEEP_ASPECT_COVERED: {
size = get_size();
Size2 tex_size = texdraw->get_size();
Size2 scale_size(size.width / tex_size.width, size.height / tex_size.height);
float scale = scale_size.width > scale_size.height ? scale_size.width : scale_size.height;
Size2 scaled_tex_size = tex_size * scale;
Point2 ofs2 = ((scaled_tex_size - size) / scale).abs() / 2.0f;
_texture_region = Rect2(ofs2, size / scale);
} break;
}
}
_position_rect = Rect2(ofs, size);
size.width *= hflip ? -1.0f : 1.0f;
size.height *= vflip ? -1.0f : 1.0f;
if (draw_focus_only) {
// Do nothing, we only needed to calculate the rectangle.
} else if (_tile) {
draw_texture_rect(texdraw, Rect2(ofs, size), _tile);
} else {
draw_texture_rect_region(texdraw, Rect2(ofs, size), _texture_region);
}
} else {
_position_rect = Rect2();
}
if (draw_focus) {
draw_texture_rect(focused, Rect2(ofs, size), false);
};
} break;
}
}
void TextureButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_normal_texture", "texture"), &TextureButton::set_normal_texture);
ClassDB::bind_method(D_METHOD("set_pressed_texture", "texture"), &TextureButton::set_pressed_texture);
ClassDB::bind_method(D_METHOD("set_hover_texture", "texture"), &TextureButton::set_hover_texture);
ClassDB::bind_method(D_METHOD("set_disabled_texture", "texture"), &TextureButton::set_disabled_texture);
ClassDB::bind_method(D_METHOD("set_focused_texture", "texture"), &TextureButton::set_focused_texture);
ClassDB::bind_method(D_METHOD("set_click_mask", "mask"), &TextureButton::set_click_mask);
ClassDB::bind_method(D_METHOD("set_expand", "p_expand"), &TextureButton::set_expand);
ClassDB::bind_method(D_METHOD("set_stretch_mode", "p_mode"), &TextureButton::set_stretch_mode);
ClassDB::bind_method(D_METHOD("set_flip_h", "enable"), &TextureButton::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &TextureButton::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "enable"), &TextureButton::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &TextureButton::is_flipped_v);
ClassDB::bind_method(D_METHOD("get_normal_texture"), &TextureButton::get_normal_texture);
ClassDB::bind_method(D_METHOD("get_pressed_texture"), &TextureButton::get_pressed_texture);
ClassDB::bind_method(D_METHOD("get_hover_texture"), &TextureButton::get_hover_texture);
ClassDB::bind_method(D_METHOD("get_disabled_texture"), &TextureButton::get_disabled_texture);
ClassDB::bind_method(D_METHOD("get_focused_texture"), &TextureButton::get_focused_texture);
ClassDB::bind_method(D_METHOD("get_click_mask"), &TextureButton::get_click_mask);
ClassDB::bind_method(D_METHOD("get_expand"), &TextureButton::get_expand);
ClassDB::bind_method(D_METHOD("get_stretch_mode"), &TextureButton::get_stretch_mode);
ClassDB::bind_method(D_METHOD("_texture_changed"), &TextureButton::_texture_changed);
ADD_GROUP("Textures", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_texture", "get_normal_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_pressed_texture", "get_pressed_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_hover", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_hover_texture", "get_hover_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_disabled", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_disabled_texture", "get_disabled_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_focused", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_focused_texture", "get_focused_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_click_mask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_click_mask", "get_click_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "expand", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_expand", "get_expand");
ADD_PROPERTY(PropertyInfo(Variant::INT, "stretch_mode", PROPERTY_HINT_ENUM, "Scale,Tile,Keep,Keep Centered,Keep Aspect,Keep Aspect Centered,Keep Aspect Covered"), "set_stretch_mode", "get_stretch_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v", PROPERTY_HINT_RESOURCE_TYPE, "bool"), "set_flip_v", "is_flipped_v");
BIND_ENUM_CONSTANT(STRETCH_SCALE);
BIND_ENUM_CONSTANT(STRETCH_TILE);
BIND_ENUM_CONSTANT(STRETCH_KEEP);
BIND_ENUM_CONSTANT(STRETCH_KEEP_CENTERED);
BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT);
BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_CENTERED);
BIND_ENUM_CONSTANT(STRETCH_KEEP_ASPECT_COVERED);
}
void TextureButton::set_normal_texture(const Ref<Texture> &p_normal) {
_set_texture(&normal, p_normal);
}
void TextureButton::set_pressed_texture(const Ref<Texture> &p_pressed) {
_set_texture(&pressed, p_pressed);
}
void TextureButton::set_hover_texture(const Ref<Texture> &p_hover) {
_set_texture(&hover, p_hover);
}
void TextureButton::set_disabled_texture(const Ref<Texture> &p_disabled) {
_set_texture(&disabled, p_disabled);
}
void TextureButton::set_click_mask(const Ref<BitMap> &p_click_mask) {
click_mask = p_click_mask;
update();
minimum_size_changed();
}
Ref<Texture> TextureButton::get_normal_texture() const {
return normal;
}
Ref<Texture> TextureButton::get_pressed_texture() const {
return pressed;
}
Ref<Texture> TextureButton::get_hover_texture() const {
return hover;
}
Ref<Texture> TextureButton::get_disabled_texture() const {
return disabled;
}
Ref<BitMap> TextureButton::get_click_mask() const {
return click_mask;
}
Ref<Texture> TextureButton::get_focused_texture() const {
return focused;
};
void TextureButton::set_focused_texture(const Ref<Texture> &p_focused) {
focused = p_focused;
};
void TextureButton::_set_texture(Ref<Texture> *p_destination, const Ref<Texture> &p_texture) {
DEV_ASSERT(p_destination);
Ref<Texture> &destination = *p_destination;
if (destination == p_texture) {
return;
}
if (destination.is_valid()) {
destination->disconnect(SceneStringNames::get_singleton()->changed, this, "_texture_changed");
}
destination = p_texture;
if (destination.is_valid()) {
destination->connect(SceneStringNames::get_singleton()->changed, this, "_texture_changed", varray(), CONNECT_REFERENCE_COUNTED);
}
_texture_changed();
}
void TextureButton::_texture_changed() {
update();
minimum_size_changed();
}
bool TextureButton::get_expand() const {
return expand;
}
void TextureButton::set_expand(bool p_expand) {
expand = p_expand;
minimum_size_changed();
update();
}
void TextureButton::set_stretch_mode(StretchMode p_stretch_mode) {
stretch_mode = p_stretch_mode;
update();
}
TextureButton::StretchMode TextureButton::get_stretch_mode() const {
return stretch_mode;
}
void TextureButton::set_flip_h(bool p_flip) {
hflip = p_flip;
update();
}
bool TextureButton::is_flipped_h() const {
return hflip;
}
void TextureButton::set_flip_v(bool p_flip) {
vflip = p_flip;
update();
}
bool TextureButton::is_flipped_v() const {
return vflip;
}
TextureButton::TextureButton() {
expand = false;
stretch_mode = STRETCH_SCALE;
hflip = false;
vflip = false;
_texture_region = Rect2();<--- Variable '_texture_region' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning '_texture_region' a value by passing the value to the constructor in the initialization list.
_position_rect = Rect2();
_tile = false;
}
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