/*************************************************************************/ /* touch_screen_button.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef TOUCH_SCREEN_BUTTON_H #define TOUCH_SCREEN_BUTTON_H #include "scene/2d/node_2d.h" #include "scene/resources/bit_map.h" #include "scene/resources/rectangle_shape_2d.h" #include "scene/resources/texture.h" class TouchScreenButton : public Node2D { GDCLASS(TouchScreenButton, Node2D); public: enum VisibilityMode { VISIBILITY_ALWAYS, VISIBILITY_TOUCHSCREEN_ONLY }; private: Ref<Texture> texture; Ref<Texture> texture_pressed; Ref<BitMap> bitmask; Ref<Shape2D> shape; bool shape_centered; bool shape_visible; Ref<RectangleShape2D> unit_rect; StringName action; bool passby_press; int finger_pressed; VisibilityMode visibility; void _input(const Ref<InputEvent> &p_event); bool _is_point_inside(const Point2 &p_point); void _press(int p_finger_pressed); void _release(bool p_exiting_tree = false); protected: void _notification(int p_what); static void _bind_methods(); public: #ifdef TOOLS_ENABLED virtual Rect2 _edit_get_rect() const; virtual bool _edit_use_rect() const; #endif void set_texture(const Ref<Texture> &p_texture); Ref<Texture> get_texture() const; void set_texture_pressed(const Ref<Texture> &p_texture_pressed); Ref<Texture> get_texture_pressed() const; void set_bitmask(const Ref<BitMap> &p_bitmask); Ref<BitMap> get_bitmask() const; void set_shape(const Ref<Shape2D> &p_shape); Ref<Shape2D> get_shape() const; void set_shape_centered(bool p_shape_centered); bool is_shape_centered() const; void set_shape_visible(bool p_shape_visible); bool is_shape_visible() const; void set_action(const String &p_action); String get_action() const; void set_passby_press(bool p_enable); bool is_passby_press_enabled() const; void set_visibility_mode(VisibilityMode p_mode); VisibilityMode get_visibility_mode() const; bool is_pressed() const; virtual Rect2 get_anchorable_rect() const; TouchScreenButton(); }; VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode); #endif // TOUCH_SCREEN_BUTTON_H