godot/scene/gui/texture_frame.cpp

138 lines
4.6 KiB
C++

/*************************************************************************/
/* texture_frame.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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. */
/*************************************************************************/
#include "texture_frame.h"
#include "servers/visual_server.h"
void TextureFrame::_notification(int p_what) {
if (p_what==NOTIFICATION_DRAW) {
if (texture.is_null())
return;
Size2 s=expand?get_size():texture->get_size();
RID ci = get_canvas_item();
draw_texture_rect(texture,Rect2(Point2(),s),false,modulate);
/*
Vector<Point2> points;
points.resize(4);
points[0]=Point2(0,0);
points[1]=Point2(s.x,0);
points[2]=Point2(s.x,s.y);
points[3]=Point2(0,s.y);
Vector<Point2> uvs;
uvs.resize(4);
uvs[0]=Point2(0,0);
uvs[1]=Point2(1,0);
uvs[2]=Point2(1,1);
uvs[3]=Point2(0,1);
VisualServer::get_singleton()->canvas_item_add_primitive(ci,points,Vector<Color>(),uvs,texture->get_rid());
*/
}
}
Size2 TextureFrame::get_minimum_size() const {
if (!expand && !texture.is_null())
return texture->get_size();
else
return Size2();
}
void TextureFrame::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_texture","texture"), & TextureFrame::set_texture );
ObjectTypeDB::bind_method(_MD("get_texture"), & TextureFrame::get_texture );
ObjectTypeDB::bind_method(_MD("set_modulate","modulate"), & TextureFrame::set_modulate );
ObjectTypeDB::bind_method(_MD("get_modulate"), & TextureFrame::get_modulate );
ObjectTypeDB::bind_method(_MD("set_expand","enable"), & TextureFrame::set_expand );
ObjectTypeDB::bind_method(_MD("has_expand"), & TextureFrame::has_expand );
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"),_SCS("get_texture") );
ADD_PROPERTYNO( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate") );
ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "expand" ), _SCS("set_expand"),_SCS("has_expand") );
}
void TextureFrame::set_texture(const Ref<Texture>& p_tex) {
texture=p_tex;
update();
//if (texture.is_valid())
// texture->set_flags(texture->get_flags()&(~Texture::FLAG_REPEAT)); //remove repeat from texture, it looks bad in sprites
minimum_size_changed();
}
Ref<Texture> TextureFrame::get_texture() const {
return texture;
}
void TextureFrame::set_modulate(const Color& p_tex) {
modulate=p_tex;
update();
}
Color TextureFrame::get_modulate() const{
return modulate;
}
void TextureFrame::set_expand(bool p_expand) {
expand=p_expand;
update();
minimum_size_changed();
}
bool TextureFrame::has_expand() const {
return expand;
}
TextureFrame::TextureFrame() {
expand=false;
modulate=Color(1,1,1,1);
set_ignore_mouse(true);
}
TextureFrame::~TextureFrame()
{
}