godot/scene/gui/button.h
Daniel J. Ramirez 07fd5456c8 Show Options Dialog for NodePath and File in clicked button position.
Auto select newly created nodes.
2017-12-23 15:15:48 -06:00

90 lines
3.2 KiB
C++

/*************************************************************************/
/* button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 BUTTON_H
#define BUTTON_H
#include "scene/gui/base_button.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Button : public BaseButton {
GDCLASS(Button, BaseButton);
public:
enum TextAlign {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
private:
bool flat;
String text;
String xl_text;
Ref<Texture> icon;
bool clip_text;
TextAlign align;
float _internal_margin[4];
protected:
void _set_internal_margin(Margin p_margin, float p_value);
void _notification(int p_what);
static void _bind_methods();
public:
//
virtual Size2 get_minimum_size() const;
void set_text(const String &p_text);
String get_text() const;
void set_icon(const Ref<Texture> &p_icon);
Ref<Texture> get_icon() const;
void set_flat(bool p_flat);
bool is_flat() const;
void set_clip_text(bool p_clip_text);
bool get_clip_text() const;
void set_text_align(TextAlign p_align);
TextAlign get_text_align() const;
Button(const String &p_text = String());
~Button();
};
VARIANT_ENUM_CAST(Button::TextAlign);
#endif