/*************************************************************************/
/*  texture_rect.h                                                       */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef TEXTURE_RECT_H
#define TEXTURE_RECT_H

#include "scene/gui/control.h"

class TextureRect : public Control {
	GDCLASS(TextureRect, Control);

public:
	enum StretchMode {
		STRETCH_SCALE,
		STRETCH_TILE,
		STRETCH_KEEP,
		STRETCH_KEEP_CENTERED,
		STRETCH_KEEP_ASPECT,
		STRETCH_KEEP_ASPECT_CENTERED,
		STRETCH_KEEP_ASPECT_COVERED,
	};

private:
	bool ignore_texture_size = false;
	bool hflip = false;
	bool vflip = false;
	Ref<Texture2D> texture;
	StretchMode stretch_mode = STRETCH_SCALE;

	void _texture_changed();

protected:
	void _notification(int p_what);
	virtual Size2 get_minimum_size() const override;
	static void _bind_methods();

public:
	void set_texture(const Ref<Texture2D> &p_tex);
	Ref<Texture2D> get_texture() const;

	void set_ignore_texture_size(bool p_ignore);
	bool get_ignore_texture_size() const;

	void set_stretch_mode(StretchMode p_mode);
	StretchMode get_stretch_mode() const;

	void set_flip_h(bool p_flip);
	bool is_flipped_h() const;

	void set_flip_v(bool p_flip);
	bool is_flipped_v() const;

	TextureRect();
	~TextureRect();
};

VARIANT_ENUM_CAST(TextureRect::StretchMode);

#endif // TEXTURE_RECT_H