/**************************************************************************/ /* texture_button.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef TEXTURE_BUTTON_H #define TEXTURE_BUTTON_H #include "scene/gui/base_button.h" #include "scene/resources/bit_map.h" class TextureButton : public BaseButton { GDCLASS(TextureButton, BaseButton); public: enum StretchMode { STRETCH_SCALE, STRETCH_TILE, STRETCH_KEEP, STRETCH_KEEP_CENTERED, STRETCH_KEEP_ASPECT, STRETCH_KEEP_ASPECT_CENTERED, STRETCH_KEEP_ASPECT_COVERED, }; private: Ref<Texture2D> normal; Ref<Texture2D> pressed; Ref<Texture2D> hover; Ref<Texture2D> disabled; Ref<Texture2D> focused; Ref<BitMap> click_mask; bool ignore_texture_size = false; StretchMode stretch_mode = STRETCH_KEEP; Rect2 _texture_region; Rect2 _position_rect; bool _tile = false; bool hflip = false; bool vflip = false; protected: virtual Size2 get_minimum_size() const override; virtual bool has_point(const Point2 &p_point) const override; void _notification(int p_what); static void _bind_methods(); public: void set_texture_normal(const Ref<Texture2D> &p_normal); void set_texture_pressed(const Ref<Texture2D> &p_pressed); void set_texture_hover(const Ref<Texture2D> &p_hover); void set_texture_disabled(const Ref<Texture2D> &p_disabled); void set_texture_focused(const Ref<Texture2D> &p_focused); void set_click_mask(const Ref<BitMap> &p_click_mask); Ref<Texture2D> get_texture_normal() const; Ref<Texture2D> get_texture_pressed() const; Ref<Texture2D> get_texture_hover() const; Ref<Texture2D> get_texture_disabled() const; Ref<Texture2D> get_texture_focused() const; Ref<BitMap> get_click_mask() const; bool get_ignore_texture_size() const; void set_ignore_texture_size(bool p_ignore); void set_stretch_mode(StretchMode p_stretch_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; TextureButton(); }; VARIANT_ENUM_CAST(TextureButton::StretchMode); #endif // TEXTURE_BUTTON_H