2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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/* button_array.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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2015-04-18 19:38:54 +02:00
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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2014-02-10 02:10:30 +01:00
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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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2015-04-18 19:38:54 +02:00
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#ifndef BUTTON_ARRAY_H
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#define BUTTON_ARRAY_H
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#include "scene/gui/control.h"
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class ButtonArray : public Control {
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OBJ_TYPE(ButtonArray, Control);
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public:
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enum Align {
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ALIGN_BEGIN,
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ALIGN_CENTER,
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ALIGN_END,
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ALIGN_FILL,
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ALIGN_EXPAND_FILL
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};
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private:
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Orientation orientation;
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Align align;
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struct Button {
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String text;
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Ref<Texture> icon;
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mutable int _ms_cache;
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mutable int _pos_cache;
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mutable int _size_cache;
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};
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int selected;
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int hover;
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double min_button_size;
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Vector<Button> buttons;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void _input_event(const InputEvent& p_event);
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void set_align(Align p_align);
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Align get_align() const;
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void add_button(const String& p_button);
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void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="");
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void set_button_text(int p_button, const String& p_text);
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void set_button_icon(int p_button, const Ref<Texture>& p_icon);
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String get_button_text(int p_button) const;
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Ref<Texture> get_button_icon(int p_button) const;
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int get_selected() const;
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int get_hovered() const;
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void set_selected(int p_selected);
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int get_button_count() const;
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void erase_button(int p_button);
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void clear();
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virtual Size2 get_minimum_size() const;
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virtual void get_translatable_strings(List<String> *p_strings) const;
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ButtonArray(Orientation p_orientation=HORIZONTAL);
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};
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class HButtonArray : public ButtonArray {
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OBJ_TYPE(HButtonArray,ButtonArray);
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public:
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HButtonArray() : ButtonArray(HORIZONTAL) {};
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};
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class VButtonArray : public ButtonArray {
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OBJ_TYPE(VButtonArray,ButtonArray);
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public:
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VButtonArray() : ButtonArray(VERTICAL) {};
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};
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#endif // BUTTON_ARRAY_H
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