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path: root/extension/src/openvic-extension/classes/GFXButtonStateTexture.hpp
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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);