virtualx-engine/scene/gui/texture_progress.h
2014-02-09 22:10:30 -03:00

62 lines
2.8 KiB
C++

/*************************************************************************/
/* texture_progress.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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_PROGRESS_H
#define TEXTURE_PROGRESS_H
#include "scene/gui/range.h"
class TextureProgress : public Range {
OBJ_TYPE( TextureProgress, Range );
Ref<Texture> under;
Ref<Texture> progress;
Ref<Texture> over;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_under_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_under_texture() const;
void set_progress_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_progress_texture() const;
void set_over_texture(const Ref<Texture>& p_texture);
Ref<Texture> get_over_texture() const;
Size2 get_minimum_size() const;
TextureProgress();
};
#endif // TEXTURE_PROGRESS_H