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
)
96 lines
3.6 KiB
C++
96 lines
3.6 KiB
C++
/*************************************************************************/
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/* option_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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/* 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 OPTION_BUTTON_H
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#define OPTION_BUTTON_H
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#include "scene/gui/button.h"
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#include "scene/gui/popup_menu.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class OptionButton : public Button {
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OBJ_TYPE( OptionButton, Button );
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PopupMenu *popup;
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int current;
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void _selected(int p_which);
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void _select(int p_which,bool p_emit=false);
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void _select_int(int p_which);
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Array _get_items() const;
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void _set_items(const Array& p_items);
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virtual void pressed();
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protected:
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Size2 get_minimum_size() const;
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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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void add_icon_item(const Ref<Texture>& p_icon,const String& p_label,int p_ID=-1);
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void add_item(const String& p_label,int p_ID=-1);
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void set_item_text(int p_idx,const String& p_text);
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void set_item_icon(int p_idx,const Ref<Texture>& p_icon);
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void set_item_ID(int p_idx,int p_ID);
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void set_item_metadata(int p_idx,const Variant& p_metadata);
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void set_item_disabled(int p_idx,bool p_disabled);
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String get_item_text(int p_idx) const;
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Ref<Texture> get_item_icon(int p_idx) const;
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int get_item_ID(int p_idx) const;
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Variant get_item_metadata(int p_idx) const;
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bool is_item_disabled(int p_idx) const;
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int get_item_count() const;
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void add_separator();
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void clear();
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void select(int p_idx);
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int get_selected() const;
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int get_selected_ID() const;
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Variant get_selected_metadata() const;
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void remove_item(int p_idx);
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virtual void get_translatable_strings(List<String> *p_strings) const;
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OptionButton();
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~OptionButton();
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};
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#endif
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