godot/scene/gui/button_array.h

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/*************************************************************************/
/* button_array.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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_ARRAY_H
#define BUTTON_ARRAY_H
#include "scene/gui/control.h"
class ButtonArray : public Control {
OBJ_TYPE(ButtonArray, Control);
public:
enum Align {
ALIGN_BEGIN,
ALIGN_CENTER,
ALIGN_END,
ALIGN_FILL,
ALIGN_EXPAND_FILL
};
private:
Orientation orientation;
Align align;
struct Button {
String text;
Ref<Texture> icon;
mutable int _ms_cache;
mutable int _pos_cache;
mutable int _size_cache;
};
int selected;
int hover;
double min_button_size;
Vector<Button> buttons;
protected:
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;
void _notification(int p_what);
static void _bind_methods();
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public:
void _input_event(const InputEvent& p_event);
void set_align(Align p_align);
Align get_align() const;
void add_button(const String& p_button);
void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="");
void set_button_text(int p_button, const String& p_text);
void set_button_icon(int p_button, const Ref<Texture>& p_icon);
String get_button_text(int p_button) const;
Ref<Texture> get_button_icon(int p_button) const;
int get_selected() const;
int get_hovered() const;
void set_selected(int p_selected);
int get_button_count() const;
void erase_button(int p_button);
void clear();
virtual Size2 get_minimum_size() const;
virtual void get_translatable_strings(List<String> *p_strings) const;
ButtonArray(Orientation p_orientation=HORIZONTAL);
};
class HButtonArray : public ButtonArray {
OBJ_TYPE(HButtonArray,ButtonArray);
public:
HButtonArray() : ButtonArray(HORIZONTAL) {};
};
class VButtonArray : public ButtonArray {
OBJ_TYPE(VButtonArray,ButtonArray);
public:
VButtonArray() : ButtonArray(VERTICAL) {};
};
#endif // BUTTON_ARRAY_H