godot/scene/gui/texture_rect.h
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

79 lines
3.1 KiB
C++

/*************************************************************************/
/* texture_rect.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 TEXTURE_FRAME_H
#define TEXTURE_FRAME_H
#include "scene/gui/control.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class TextureRect : public Control {
GDCLASS(TextureRect, Control);
public:
enum StretchMode {
STRETCH_SCALE_ON_EXPAND, //default, for backwards compatibility
STRETCH_SCALE,
STRETCH_TILE,
STRETCH_KEEP,
STRETCH_KEEP_CENTERED,
STRETCH_KEEP_ASPECT,
STRETCH_KEEP_ASPECT_CENTERED,
STRETCH_KEEP_ASPECT_COVERED,
};
private:
bool expand;
Ref<Texture> texture;
StretchMode stretch_mode;
protected:
void _notification(int p_what);
virtual Size2 get_minimum_size() const;
static void _bind_methods();
public:
void set_texture(const Ref<Texture> &p_tex);
Ref<Texture> get_texture() const;
void set_expand(bool p_expand);
bool has_expand() const;
void set_stretch_mode(StretchMode p_mode);
StretchMode get_stretch_mode() const;
TextureRect();
~TextureRect();
};
VARIANT_ENUM_CAST(TextureRect::StretchMode);
#endif // TEXTURE_FRAME_H