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#pragma once
#include <godot_cpp/classes/atlas_texture.hpp>
#include <godot_cpp/classes/image_texture.hpp>
#include <openvic-simulation/utility/Getters.hpp>
namespace OpenVic {
class GFXButtonStateTexture : public godot::ImageTexture {
GDCLASS(GFXButtonStateTexture, godot::ImageTexture)
public:
enum ButtonState {
HOVER,
PRESSED,
DISABLED,
BUTTON_STATE_COUNT
};
private:
ButtonState PROPERTY(button_state);
godot::Ref<godot::Image> state_image;
protected:
static void _bind_methods();
public:
GFXButtonStateTexture();
/* Create a GFXButtonStateTexture using the specified godot::Image. Returns nullptr if generate_state_image fails. */
static godot::Ref<GFXButtonStateTexture> make_gfx_button_state_texture(
ButtonState button_state, godot::Ref<godot::Image> const& source_image, godot::Rect2i const& region
);
/* Set the ButtonState to be generated by this class (calling this does not trigger state image generation). */
void set_button_state(ButtonState new_button_state);
/* Generate a modified version of the given region of source_image
* and update the underlying godot::ImageTexture to use it. */
godot::Error generate_state_image(godot::Ref<godot::Image> const& source_image, godot::Rect2i const& region);
static godot::StringName const& button_state_to_theme_name(ButtonState button_state);
godot::StringName const& get_button_state_theme() const;
};
class GFXButtonStateHavingTexture : public godot::AtlasTexture {
GDCLASS(GFXButtonStateHavingTexture, godot::AtlasTexture)
std::array<godot::Ref<GFXButtonStateTexture>, GFXButtonStateTexture::BUTTON_STATE_COUNT> button_state_textures;
protected:
static void _bind_methods();
godot::Ref<godot::Image> button_image;
void _update_button_states();
void _clear_button_states();
GFXButtonStateHavingTexture();
public:
godot::Ref<GFXButtonStateTexture> get_button_state_texture(GFXButtonStateTexture::ButtonState button_state);
};
}
VARIANT_ENUM_CAST(OpenVic::GFXButtonStateTexture::ButtonState);
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