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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.
118 lines
4.1 KiB
C++
118 lines
4.1 KiB
C++
/*************************************************************************/
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/* touch_screen_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 TOUCH_SCREEN_BUTTON_H
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#define TOUCH_SCREEN_BUTTON_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/bit_map.h"
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#include "scene/resources/rectangle_shape_2d.h"
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#include "scene/resources/texture.h"
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class TouchScreenButton : public Node2D {
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GDCLASS(TouchScreenButton, Node2D);
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public:
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enum VisibilityMode {
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VISIBILITY_ALWAYS,
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VISIBILITY_TOUCHSCREEN_ONLY
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};
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private:
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Ref<Texture2D> texture;
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Ref<Texture2D> texture_pressed;
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Ref<BitMap> bitmask;
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Ref<Shape2D> shape;
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bool shape_centered;
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bool shape_visible;
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Ref<RectangleShape2D> unit_rect;
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StringName action;
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bool passby_press;
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int finger_pressed;
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VisibilityMode visibility;
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void _input(const Ref<InputEvent> &p_event);
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bool _is_point_inside(const Point2 &p_point);
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void _press(int p_finger_pressed);
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void _release(bool p_exiting_tree = false);
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protected:
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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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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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#endif
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_texture_pressed(const Ref<Texture2D> &p_texture_pressed);
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Ref<Texture2D> get_texture_pressed() const;
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void set_bitmask(const Ref<BitMap> &p_bitmask);
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Ref<BitMap> get_bitmask() const;
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void set_shape(const Ref<Shape2D> &p_shape);
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Ref<Shape2D> get_shape() const;
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void set_shape_centered(bool p_shape_centered);
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bool is_shape_centered() const;
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void set_shape_visible(bool p_shape_visible);
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bool is_shape_visible() const;
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void set_action(const String &p_action);
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String get_action() const;
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void set_passby_press(bool p_enable);
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bool is_passby_press_enabled() const;
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void set_visibility_mode(VisibilityMode p_mode);
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VisibilityMode get_visibility_mode() const;
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bool is_pressed() const;
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virtual Rect2 get_anchorable_rect() const;
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TouchScreenButton();
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};
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VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
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#endif // TOUCH_SCREEN_BUTTON_H
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