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5cecdfa8af
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
118 lines
4.2 KiB
C++
118 lines
4.2 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 = true;
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bool shape_visible = true;
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Ref<RectangleShape2D> unit_rect;
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StringName action;
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bool passby_press = false;
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int finger_pressed = -1;
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VisibilityMode visibility = VISIBILITY_ALWAYS;
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virtual void input(const Ref<InputEvent> &p_event) override;
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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 override;
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virtual bool _edit_use_rect() const override;
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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 override;
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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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