#ifndef TEXTURE_BUTTON_H #define TEXTURE_BUTTON_H /*************************************************************************/ /* texture_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/gui/base_button.h" class BitMap; 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 normal; Ref pressed; Ref hover; Ref disabled; Ref focused; Ref click_mask; bool expand; StretchMode stretch_mode; Rect2 _texture_region; Rect2 _position_rect; bool _tile; bool hflip; bool vflip; void _set_texture(Ref *p_destination, const Ref &p_texture); void _texture_changed(); 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 &p_normal); void set_pressed_texture(const Ref &p_pressed); void set_hover_texture(const Ref &p_hover); void set_disabled_texture(const Ref &p_disabled); void set_focused_texture(const Ref &p_focused); void set_click_mask(const Ref &p_click_mask); Ref get_normal_texture() const; Ref get_pressed_texture() const; Ref get_hover_texture() const; Ref get_disabled_texture() const; Ref get_focused_texture() const; Ref 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; void set_flip_h(bool p_flip); bool is_flipped_h() const; void set_flip_v(bool p_flip); bool is_flipped_v() const; TextureButton(); }; VARIANT_ENUM_CAST(TextureButton::StretchMode); #endif // TEXTURE_BUTTON_H