godot/scene/gui/texture_button.h
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

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3.7 KiB
C++

/*************************************************************************/
/* texture_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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);
public:
enum StretchMode {
STRETCH_SCALE,
STRETCH_TILE,
STRETCH_KEEP,
STRETCH_KEEP_CENTERED,
STRETCH_KEEP_ASPECT,
STRETCH_KEEP_ASPECT_CENTERED,
STRETCH_KEEP_ASPECT_COVERED,
};
private:
Ref<Texture> normal;
Ref<Texture> pressed;
Ref<Texture> hover;
Ref<Texture> disabled;
Ref<Texture> focused;
Ref<BitMap> click_mask;
bool expand;
StretchMode stretch_mode;
protected:
virtual Size2 get_minimum_size() const;
virtual bool has_point(const Point2 &p_point) 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_click_mask);
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;
bool get_expand() const;
void set_expand(bool p_expand);
void set_stretch_mode(StretchMode p_stretch_mode);
StretchMode get_stretch_mode() const;
TextureButton();
};
VARIANT_ENUM_CAST(TextureButton::StretchMode);
#endif // TEXTURE_BUTTON_H