virtualx-engine/scene/2d/screen_button.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

95 lines
3.4 KiB
C++

/*************************************************************************/
/* screen_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 SCREEN_BUTTON_H
#define SCREEN_BUTTON_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
#include "scene/resources/bit_mask.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;
StringName action;
bool passby_press;
int finger_pressed;
int action_id;
VisibilityMode visibility;
void _input(const InputEvent& p_Event);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
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_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;
Rect2 get_item_rect() const;
TouchScreenButton();
};
VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
#endif // SCREEN_BUTTON_H