godot/scene/gui/texture_button.h
Juan Linietsky dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00

76 lines
3.3 KiB
C++

/*************************************************************************/
/* texture_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_BUTTON_H
#define TEXTURE_BUTTON_H
#include "scene/gui/base_button.h"
#include "scene/resources/bit_mask.h"
class TextureButton : public BaseButton {
GDCLASS( TextureButton, BaseButton );
Ref<Texture> normal;
Ref<Texture> pressed;
Ref<Texture> hover;
Ref<Texture> disabled;
Ref<Texture> focused;
Ref<BitMap> click_mask;
Size2 scale;
protected:
virtual bool has_point(const Point2& p_point) const;
virtual Size2 get_minimum_size() const;
void _notification(int p_what);
static void _bind_methods();
public:
void set_normal_texture(const Ref<Texture>& p_normal);
void set_pressed_texture(const Ref<Texture>& p_pressed);
void set_hover_texture(const Ref<Texture>& p_hover);
void set_disabled_texture(const Ref<Texture>& p_disabled);
void set_focused_texture(const Ref<Texture>& p_focused);
void set_click_mask(const Ref<BitMap>& p_image);
Ref<Texture> get_normal_texture() const;
Ref<Texture> get_pressed_texture() const;
Ref<Texture> get_hover_texture() const;
Ref<Texture> get_disabled_texture() const;
Ref<Texture> get_focused_texture() const;
Ref<BitMap> get_click_mask() const;
void set_texture_scale(Size2 p_scale);
Size2 get_texture_scale() const;
TextureButton();
};
#endif // TEXTURE_BUTTON_H