screen_button.h 3.4 KB

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  1. /*************************************************************************/
  2. /* screen_button.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef SCREEN_BUTTON_H
  30. #define SCREEN_BUTTON_H
  31. #include "scene/2d/node_2d.h"
  32. #include "scene/resources/texture.h"
  33. #include "scene/resources/bit_mask.h"
  34. class TouchScreenButton : public Node2D {
  35. OBJ_TYPE(TouchScreenButton,Node2D);
  36. public:
  37. enum VisibilityMode {
  38. VISIBILITY_ALWAYS,
  39. VISIBILITY_TOUCHSCREEN_ONLY
  40. };
  41. private:
  42. Ref<Texture> texture;
  43. Ref<Texture> texture_pressed;
  44. Ref<BitMap> bitmask;
  45. StringName action;
  46. bool passby_press;
  47. int finger_pressed;
  48. int action_id;
  49. VisibilityMode visibility;
  50. void _input(const InputEvent& p_Event);
  51. protected:
  52. void _notification(int p_what);
  53. static void _bind_methods();
  54. public:
  55. void set_texture(const Ref<Texture>& p_texture);
  56. Ref<Texture> get_texture() const;
  57. void set_texture_pressed(const Ref<Texture>& p_texture_pressed);
  58. Ref<Texture> get_texture_pressed() const;
  59. void set_bitmask(const Ref<BitMap>& p_bitmask);
  60. Ref<BitMap> get_bitmask() const;
  61. void set_action(const String& p_action);
  62. String get_action() const;
  63. void set_passby_press(bool p_enable);
  64. bool is_passby_press_enabled() const;
  65. void set_visibility_mode(VisibilityMode p_mode);
  66. VisibilityMode get_visibility_mode() const;
  67. bool is_pressed() const;
  68. Rect2 get_item_rect() const;
  69. TouchScreenButton();
  70. };
  71. VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
  72. #endif // SCREEN_BUTTON_H