pandemonium_engine_minimal/scene/2d/touch_screen_button.h

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2023-12-14 21:54:22 +01:00
#ifndef TOUCH_SCREEN_BUTTON_H
#define TOUCH_SCREEN_BUTTON_H
/*************************************************************************/
/* touch_screen_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "core/object/reference.h"
#include "scene/main/node_2d.h"
class Texture;
class BitMap;
class Shape2D;
class RectangleShape2D;
class TouchScreenButton : public Node2D {
GDCLASS(TouchScreenButton, Node2D);
public:
enum VisibilityMode {
VISIBILITY_ALWAYS,
VISIBILITY_TOUCHSCREEN_ONLY
};
private:
Ref<Texture> texture;
Ref<Texture> texture_pressed;
Ref<BitMap> bitmask;
Ref<Shape2D> shape;
bool shape_centered;
bool shape_visible;
Ref<RectangleShape2D> unit_rect;
StringName action;
bool passby_press;
int finger_pressed;
VisibilityMode visibility;
void _input(const Ref<InputEvent> &p_event);
bool _is_point_inside(const Point2 &p_point);
void _press(int p_finger_pressed);
void _release(bool p_exiting_tree = false);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
void set_texture_pressed(const Ref<Texture> &p_texture_pressed);
Ref<Texture> get_texture_pressed() const;
void set_bitmask(const Ref<BitMap> &p_bitmask);
Ref<BitMap> get_bitmask() const;
void set_shape(const Ref<Shape2D> &p_shape);
Ref<Shape2D> get_shape() const;
void set_shape_centered(bool p_shape_centered);
bool is_shape_centered() const;
void set_shape_visible(bool p_shape_visible);
bool is_shape_visible() const;
void set_action(const String &p_action);
String get_action() const;
void set_passby_press(bool p_enable);
bool is_passby_press_enabled() const;
void set_visibility_mode(VisibilityMode p_mode);
VisibilityMode get_visibility_mode() const;
bool is_pressed() const;
virtual Rect2 get_anchorable_rect() const;
TouchScreenButton();
};
VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
#endif // TOUCH_SCREEN_BUTTON_H