1 /*************************************************************************/ 2 /* screen_button.h */ 3 /*************************************************************************/ 4 /* This file is part of: */ 5 /* GODOT ENGINE */ 6 /* https://godotengine.org */ 7 /*************************************************************************/ 8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ 9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ 10 /* */ 11 /* Permission is hereby granted, free of charge, to any person obtaining */ 12 /* a copy of this software and associated documentation files (the */ 13 /* "Software"), to deal in the Software without restriction, including */ 14 /* without limitation the rights to use, copy, modify, merge, publish, */ 15 /* distribute, sublicense, and/or sell copies of the Software, and to */ 16 /* permit persons to whom the Software is furnished to do so, subject to */ 17 /* the following conditions: */ 18 /* */ 19 /* The above copyright notice and this permission notice shall be */ 20 /* included in all copies or substantial portions of the Software. */ 21 /* */ 22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ 23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ 24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ 25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ 26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ 27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ 28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 29 /*************************************************************************/ 30 #ifndef SCREEN_BUTTON_H 31 #define SCREEN_BUTTON_H 32 33 #include "scene/2d/node_2d.h" 34 #include "scene/resources/bit_mask.h" 35 #include "scene/resources/rectangle_shape_2d.h" 36 #include "scene/resources/texture.h" 37 38 class TouchScreenButton : public Node2D { 39 40 OBJ_TYPE(TouchScreenButton, Node2D); 41 42 public: 43 enum VisibilityMode { 44 VISIBILITY_ALWAYS, 45 VISIBILITY_TOUCHSCREEN_ONLY 46 }; 47 48 private: 49 Ref<Texture> texture; 50 Ref<Texture> texture_pressed; 51 Ref<BitMap> bitmask; 52 Ref<Shape2D> shape; 53 bool shape_centered; 54 bool shape_visible; 55 56 Ref<RectangleShape2D> unit_rect; 57 58 StringName action; 59 bool passby_press; 60 int finger_pressed; 61 int action_id; 62 63 VisibilityMode visibility; 64 65 void _input(const InputEvent &p_Event); 66 67 bool _is_touch_inside(const InputEventScreenTouch &p_touch); 68 69 void _press(int p_finger_pressed); 70 void _release(bool p_exiting_tree = false); 71 72 protected: 73 void _notification(int p_what); 74 static void _bind_methods(); 75 76 public: 77 void set_texture(const Ref<Texture> &p_texture); 78 Ref<Texture> get_texture() const; 79 80 void set_texture_pressed(const Ref<Texture> &p_texture_pressed); 81 Ref<Texture> get_texture_pressed() const; 82 83 void set_bitmask(const Ref<BitMap> &p_bitmask); 84 Ref<BitMap> get_bitmask() const; 85 86 void set_shape(const Ref<Shape2D> &p_shape); 87 Ref<Shape2D> get_shape() const; 88 89 void set_shape_centered(bool p_shape_centered); 90 bool is_shape_centered() const; 91 92 void set_shape_visible(bool p_shape_visible); 93 bool is_shape_visible() const; 94 95 void set_action(const String &p_action); 96 String get_action() const; 97 98 void set_passby_press(bool p_enable); 99 bool is_passby_press_enabled() const; 100 101 void set_visibility_mode(VisibilityMode p_mode); 102 VisibilityMode get_visibility_mode() const; 103 104 bool is_pressed() const; 105 106 Rect2 get_item_rect() const; 107 108 TouchScreenButton(); 109 }; 110 111 VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode); 112 113 #endif // SCREEN_BUTTON_H 114