mirror of
https://github.com/Relintai/pandemonium_engine.git
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86 lines
3.2 KiB
C++
86 lines
3.2 KiB
C++
#ifndef TEXTURE_FRAME_H
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#define TEXTURE_FRAME_H
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/*************************************************************************/
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/* texture_rect.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "scene/gui/control.h"
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class TextureRect : public Control {
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GDCLASS(TextureRect, Control);
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public:
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enum StretchMode {
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STRETCH_SCALE_ON_EXPAND, //default, for backwards compatibility
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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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bool expand;
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bool hflip;
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bool vflip;
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Ref<Texture> texture;
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StretchMode stretch_mode;
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void _texture_changed();
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protected:
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void _notification(int p_what);
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virtual Size2 get_minimum_size() const;
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static void _bind_methods();
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public:
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void set_texture(const Ref<Texture> &p_tex);
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Ref<Texture> get_texture() const;
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void set_expand(bool p_expand);
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bool has_expand() const;
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void set_stretch_mode(StretchMode p_mode);
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StretchMode get_stretch_mode() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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TextureRect();
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~TextureRect();
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};
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VARIANT_ENUM_CAST(TextureRect::StretchMode);
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#endif // TEXTURE_FRAME_H
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