/*************************************************************************/ /* button_array.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 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; String tooltip; 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(); 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,const String& p_tooltip=""); void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="",const String& p_tooltip=""); void set_button_text(int p_button, const String& p_text); void set_button_tooltip(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; String get_button_tooltip(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; virtual String get_tooltip(const Point2& p_pos) 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