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118eed485e
All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
96 lines
3.4 KiB
C++
96 lines
3.4 KiB
C++
/*************************************************************************/
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/* screen_button.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#ifndef SCREEN_BUTTON_H
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#define SCREEN_BUTTON_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/texture.h"
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#include "scene/resources/bit_mask.h"
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class TouchScreenButton : public Node2D {
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GDCLASS(TouchScreenButton,Node2D);
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public:
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enum VisibilityMode {
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VISIBILITY_ALWAYS,
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VISIBILITY_TOUCHSCREEN_ONLY
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};
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private:
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Ref<Texture> texture;
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Ref<Texture> texture_pressed;
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Ref<BitMap> bitmask;
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StringName action;
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bool passby_press;
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int finger_pressed;
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int action_id;
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VisibilityMode visibility;
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void _input(const InputEvent& p_Event);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_texture_pressed(const Ref<Texture>& p_texture_pressed);
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Ref<Texture> get_texture_pressed() const;
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void set_bitmask(const Ref<BitMap>& p_bitmask);
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Ref<BitMap> get_bitmask() const;
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void set_action(const String& p_action);
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String get_action() const;
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void set_passby_press(bool p_enable);
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bool is_passby_press_enabled() const;
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void set_visibility_mode(VisibilityMode p_mode);
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VisibilityMode get_visibility_mode() const;
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bool is_pressed() const;
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Rect2 get_item_rect() const;
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TouchScreenButton();
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};
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VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
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#endif // SCREEN_BUTTON_H
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