a503f8aadc
This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
94 lines
3 KiB
C++
94 lines
3 KiB
C++
/*************************************************************************/
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/* 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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/* 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_H
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#define BUTTON_H
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#include "scene/gui/base_button.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Button : public BaseButton {
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GDCLASS( Button, BaseButton );
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public:
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enum TextAlign {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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private:
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bool flat;
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String text;
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String xl_text;
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Ref<Texture> icon;
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bool clip_text;
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TextAlign align;
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protected:
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virtual Size2 get_minimum_size() 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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//
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void set_text(const String& p_text);
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String get_text() const;
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void set_icon(const Ref<Texture>& p_icon);
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Ref<Texture> get_icon() const;
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void set_flat(bool p_flat);
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bool is_flat() const;
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void set_clip_text(bool p_clip_text);
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bool get_clip_text() const;
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void set_text_align(TextAlign p_align);
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TextAlign get_text_align() const;
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Button(const String& p_text=String());
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~Button();
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};
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VARIANT_ENUM_CAST(Button::TextAlign);
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#endif
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