99666de00f
Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
112 lines
3.9 KiB
C++
112 lines
3.9 KiB
C++
/*************************************************************************/
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/* 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 BUTTON_H
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#define BUTTON_H
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#include "scene/gui/base_button.h"
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#include "scene/resources/text_paragraph.h"
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class Button : public BaseButton {
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GDCLASS(Button, BaseButton);
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public:
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enum TextAlign {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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private:
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bool flat;
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String text;
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String xl_text;
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Ref<TextParagraph> text_buf;
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Dictionary opentype_features;
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String language;
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TextDirection text_direction = TEXT_DIRECTION_AUTO;
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Ref<Texture2D> icon;
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bool expand_icon;
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bool clip_text;
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TextAlign align;
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float _internal_margin[4];
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void _shape();
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protected:
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void _set_internal_margin(Margin p_margin, float p_value);
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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virtual Size2 get_minimum_size() const override;
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void set_text(const String &p_text);
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String get_text() const;
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void set_text_direction(TextDirection p_text_direction);
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TextDirection get_text_direction() const;
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void set_opentype_feature(const String &p_name, int p_value);
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int get_opentype_feature(const String &p_name) const;
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void clear_opentype_features();
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void set_language(const String &p_language);
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String get_language() const;
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void set_icon(const Ref<Texture2D> &p_icon);
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Ref<Texture2D> get_icon() const;
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void set_expand_icon(bool p_expand_icon);
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bool is_expand_icon() const;
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void set_flat(bool p_flat);
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bool is_flat() const;
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void set_clip_text(bool p_clip_text);
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bool get_clip_text() const;
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void set_text_align(TextAlign p_align);
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TextAlign get_text_align() const;
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Button(const String &p_text = String());
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~Button();
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};
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VARIANT_ENUM_CAST(Button::TextAlign);
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#endif
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