#ifndef TEXTURE_FRAME_H #define TEXTURE_FRAME_H /*************************************************************************/ /* texture_rect.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "scene/main/control.h" class TextureRect : public Control { GDCLASS(TextureRect, Control); public: enum StretchMode { STRETCH_SCALE_ON_EXPAND, //default, for backwards compatibility STRETCH_SCALE, STRETCH_TILE, STRETCH_KEEP, STRETCH_KEEP_CENTERED, STRETCH_KEEP_ASPECT, STRETCH_KEEP_ASPECT_CENTERED, STRETCH_KEEP_ASPECT_COVERED, }; private: bool expand; bool hflip; bool vflip; Ref texture; StretchMode stretch_mode; void _texture_changed(); protected: void _notification(int p_what); virtual Size2 get_minimum_size() const; static void _bind_methods(); public: void set_texture(const Ref &p_tex); Ref get_texture() const; void set_expand(bool p_expand); bool has_expand() const; void set_stretch_mode(StretchMode p_mode); StretchMode get_stretch_mode() const; void set_flip_h(bool p_flip); bool is_flipped_h() const; void set_flip_v(bool p_flip); bool is_flipped_v() const; TextureRect(); ~TextureRect(); }; VARIANT_ENUM_CAST(TextureRect::StretchMode); #endif // TEXTURE_FRAME_H