d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
105 lines
4.1 KiB
C++
105 lines
4.1 KiB
C++
/**************************************************************************/
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/* texture_button.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 TEXTURE_BUTTON_H
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#define TEXTURE_BUTTON_H
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#include "scene/gui/base_button.h"
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#include "scene/resources/bit_map.h"
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class TextureButton : public BaseButton {
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GDCLASS(TextureButton, BaseButton);
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public:
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enum StretchMode {
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STRETCH_SCALE,
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STRETCH_TILE,
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STRETCH_KEEP,
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STRETCH_KEEP_CENTERED,
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STRETCH_KEEP_ASPECT,
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STRETCH_KEEP_ASPECT_CENTERED,
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STRETCH_KEEP_ASPECT_COVERED,
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};
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private:
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Ref<Texture2D> normal;
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Ref<Texture2D> pressed;
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Ref<Texture2D> hover;
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Ref<Texture2D> disabled;
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Ref<Texture2D> focused;
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Ref<BitMap> click_mask;
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bool ignore_texture_size = false;
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StretchMode stretch_mode = STRETCH_KEEP;
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Rect2 _texture_region;
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Rect2 _position_rect;
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bool _tile = false;
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bool hflip = false;
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bool vflip = false;
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protected:
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virtual Size2 get_minimum_size() const override;
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virtual bool has_point(const Point2 &p_point) const override;
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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 set_texture_normal(const Ref<Texture2D> &p_normal);
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void set_texture_pressed(const Ref<Texture2D> &p_pressed);
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void set_texture_hover(const Ref<Texture2D> &p_hover);
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void set_texture_disabled(const Ref<Texture2D> &p_disabled);
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void set_texture_focused(const Ref<Texture2D> &p_focused);
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void set_click_mask(const Ref<BitMap> &p_click_mask);
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Ref<Texture2D> get_texture_normal() const;
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Ref<Texture2D> get_texture_pressed() const;
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Ref<Texture2D> get_texture_hover() const;
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Ref<Texture2D> get_texture_disabled() const;
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Ref<Texture2D> get_texture_focused() const;
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Ref<BitMap> get_click_mask() const;
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bool get_ignore_texture_size() const;
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void set_ignore_texture_size(bool p_ignore);
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void set_stretch_mode(StretchMode p_stretch_mode);
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StretchMode get_stretch_mode() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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TextureButton();
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};
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VARIANT_ENUM_CAST(TextureButton::StretchMode);
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#endif // TEXTURE_BUTTON_H
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