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https://github.com/godotengine/godot.git
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3f335ce3d4
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
97 lines
3.8 KiB
C++
97 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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