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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
96 lines
3.8 KiB
C++
96 lines
3.8 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 expand;
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StretchMode stretch_mode;
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Rect2 _texture_region;
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Rect2 _position_rect;
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bool _tile;
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protected:
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virtual Size2 get_minimum_size() const;
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virtual bool has_point(const Point2 &p_point) 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 set_normal_texture(const Ref<Texture2D> &p_normal);
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void set_pressed_texture(const Ref<Texture2D> &p_pressed);
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void set_hover_texture(const Ref<Texture2D> &p_hover);
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void set_disabled_texture(const Ref<Texture2D> &p_disabled);
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void set_focused_texture(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_normal_texture() const;
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Ref<Texture2D> get_pressed_texture() const;
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Ref<Texture2D> get_hover_texture() const;
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Ref<Texture2D> get_disabled_texture() const;
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Ref<Texture2D> get_focused_texture() const;
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Ref<BitMap> get_click_mask() const;
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bool get_expand() const;
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void set_expand(bool p_expand);
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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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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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