d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
118 lines
4.2 KiB
C++
118 lines
4.2 KiB
C++
/**************************************************************************/
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/* touch_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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 TOUCH_SCREEN_BUTTON_H
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#define TOUCH_SCREEN_BUTTON_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/bit_map.h"
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#include "scene/resources/rectangle_shape_2d.h"
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#include "scene/resources/texture.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<Texture2D> texture_normal;
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Ref<Texture2D> texture_pressed;
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Ref<BitMap> bitmask;
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Ref<Shape2D> shape;
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bool shape_centered = true;
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bool shape_visible = true;
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Ref<RectangleShape2D> unit_rect;
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StringName action;
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bool passby_press = false;
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int finger_pressed = -1;
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VisibilityMode visibility = VISIBILITY_ALWAYS;
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virtual void input(const Ref<InputEvent> &p_event) override;
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bool _is_point_inside(const Point2 &p_point);
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void _press(int p_finger_pressed);
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void _release(bool p_exiting_tree = false);
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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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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const override;
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virtual bool _edit_use_rect() const override;
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#endif
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void set_texture_normal(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture_normal() const;
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void set_texture_pressed(const Ref<Texture2D> &p_texture_pressed);
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Ref<Texture2D> 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_shape(const Ref<Shape2D> &p_shape);
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Ref<Shape2D> get_shape() const;
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void set_shape_centered(bool p_shape_centered);
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bool is_shape_centered() const;
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void set_shape_visible(bool p_shape_visible);
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bool is_shape_visible() 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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virtual Rect2 get_anchorable_rect() const override;
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TouchScreenButton();
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};
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VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
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#endif // TOUCH_SCREEN_BUTTON_H
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