godot/scene/gui/button.h

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/*************************************************************************/
/* button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef BUTTON_H
#define BUTTON_H
#include "scene/gui/base_button.h"
#include "scene/resources/text_paragraph.h"
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class Button : public BaseButton {
GDCLASS(Button, BaseButton);
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public:
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enum TextAlign {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
private:
bool flat;
String text;
String xl_text;
Ref<TextParagraph> text_buf;
Dictionary opentype_features;
String language;
TextDirection text_direction = TEXT_DIRECTION_AUTO;
Ref<Texture2D> icon;
bool expand_icon;
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bool clip_text;
TextAlign align;
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float _internal_margin[4];
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void _shape();
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protected:
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void _set_internal_margin(Margin p_margin, float p_value);
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void _notification(int p_what);
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static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
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virtual Size2 get_minimum_size() const override;
void set_text(const String &p_text);
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String get_text() const;
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void set_text_direction(TextDirection p_text_direction);
TextDirection get_text_direction() const;
void set_opentype_feature(const String &p_name, int p_value);
int get_opentype_feature(const String &p_name) const;
void clear_opentype_features();
void set_language(const String &p_language);
String get_language() const;
void set_icon(const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_icon() const;
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void set_expand_icon(bool p_expand_icon);
bool is_expand_icon() const;
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void set_flat(bool p_flat);
bool is_flat() const;
void set_clip_text(bool p_clip_text);
bool get_clip_text() const;
void set_text_align(TextAlign p_align);
TextAlign get_text_align() const;
Button(const String &p_text = String());
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~Button();
};
VARIANT_ENUM_CAST(Button::TextAlign);
#endif