godot/scene/2d/screen_button.h

96 lines
3.4 KiB
C++
Raw Normal View History

2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* screen_button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 13:50:53 +00:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
2014-02-10 01:10:30 +00:00
/* */
/* 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. */
/*************************************************************************/
#ifndef SCREEN_BUTTON_H
#define SCREEN_BUTTON_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
#include "scene/resources/bit_mask.h"
class TouchScreenButton : public Node2D {
OBJ_TYPE(TouchScreenButton,Node2D);
public:
enum VisibilityMode {
VISIBILITY_ALWAYS,
VISIBILITY_TOUCHSCREEN_ONLY
};
private:
Ref<Texture> texture;
Ref<Texture> texture_pressed;
Ref<BitMap> bitmask;
StringName action;
bool passby_press;
int finger_pressed;
int action_id;
VisibilityMode visibility;
void _input(const InputEvent& p_Event);
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_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;
Rect2 get_item_rect() const;
TouchScreenButton();
};
VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
#endif // SCREEN_BUTTON_H