d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
198 lines
5.6 KiB
C++
198 lines
5.6 KiB
C++
/*************************************************************************/
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/* style_box.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 STYLE_BOX_H
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#define STYLE_BOX_H
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#include "resource.h"
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#include "servers/visual_server.h"
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#include "scene/resources/texture.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class StyleBox : public Resource {
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OBJ_TYPE( StyleBox, Resource );
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RES_BASE_EXTENSION("sbx");
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OBJ_SAVE_TYPE( StyleBox );
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float margin[4];
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protected:
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virtual float get_style_margin(Margin p_margin) const=0;
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static void _bind_methods();
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public:
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virtual bool test_mask(const Point2& p_point, const Rect2& p_rect) const;
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void set_default_margin(Margin p_margin, float p_value);
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float get_default_margin(Margin p_margin) const;
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float get_margin(Margin p_margin) const;
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virtual Size2 get_center_size() const;
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virtual void draw(RID p_canvas_item,const Rect2& p_rect) const=0;
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Size2 get_minimum_size() const;
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Point2 get_offset() const;
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StyleBox();
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};
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class StyleBoxEmpty : public StyleBox {
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OBJ_TYPE( StyleBoxEmpty, StyleBox );
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virtual float get_style_margin(Margin p_margin) const { return 0; }
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public:
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virtual void draw(RID p_canvas_item,const Rect2& p_rect) const {}
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StyleBoxEmpty() {}
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};
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class StyleBoxTexture : public StyleBox {
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OBJ_TYPE( StyleBoxTexture, StyleBox );
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float expand_margin[4];
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float margin[4];
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Rect2 region_rect;
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Ref<Texture> texture;
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bool draw_center;
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protected:
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virtual float get_style_margin(Margin p_margin) const;
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static void _bind_methods();
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public:
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void set_expand_margin_size(Margin p_expand_margin,float p_size);
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float get_expand_margin_size(Margin p_expand_margin) const;
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void set_margin_size(Margin p_margin,float p_size);
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float get_margin_size(Margin p_margin) const;
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void set_region_rect(const Rect2& p_region_rect);
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Rect2 get_region_rect() const;
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void set_texture(RES p_texture);
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RES get_texture() const;
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void set_draw_center(bool p_draw);
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bool get_draw_center() const;
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virtual Size2 get_center_size() const;
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virtual void draw(RID p_canvas_item,const Rect2& p_rect) const;
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StyleBoxTexture();
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~StyleBoxTexture();
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};
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class StyleBoxFlat : public StyleBox {
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OBJ_TYPE( StyleBoxFlat, StyleBox );
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Color bg_color;
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Color light_color;
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Color dark_color;
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int border_size;
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bool draw_center;
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bool blend;
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protected:
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virtual float get_style_margin(Margin p_margin) const;
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static void _bind_methods();
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public:
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void set_bg_color(const Color& p_color);
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void set_light_color(const Color& p_color);
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void set_dark_color(const Color& p_color);
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Color get_bg_color() const;
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Color get_light_color() const;
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Color get_dark_color() const;
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void set_border_size(int p_size);
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int get_border_size() const;
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void set_border_blend(bool p_blend);
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bool get_border_blend() const;
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void set_draw_center(bool p_draw);
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bool get_draw_center() const;
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virtual Size2 get_center_size() const;
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virtual void draw(RID p_canvas_item,const Rect2& p_rect) const;
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StyleBoxFlat();
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~StyleBoxFlat();
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};
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class StyleBoxImageMask : public StyleBox {
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OBJ_TYPE( StyleBoxImageMask, StyleBox );
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virtual float get_style_margin(Margin p_margin) const { return 0; }
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Image image;
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float expand_margin[4];
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bool expand;
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protected:
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static void _bind_methods();
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public:
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virtual void draw(RID p_canvas_item,const Rect2& p_rect) const {}
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virtual bool test_mask(const Point2& p_point, const Rect2& p_rect) const;
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void set_image(const Image& p_image);
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Image get_image() const;
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void set_expand(bool p_expand);
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bool get_expand() const;
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void set_expand_margin_size(Margin p_expand_margin,float p_size);
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float get_expand_margin_size(Margin p_expand_margin) const;
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StyleBoxImageMask();
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};
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#endif
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