d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
/*************************************************************************/
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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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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#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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String tooltip;
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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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bool flat;
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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 set_flat(bool p_flat);
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bool is_flat() const;
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void add_button(const String& p_button,const String& p_tooltip="");
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void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="",const String& p_tooltip="");
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void set_button_text(int p_button, const String& p_text);
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void set_button_tooltip(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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String get_button_tooltip(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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virtual String get_tooltip(const Point2& p_pos) 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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