1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
/*************************************************************************/
/* button.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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"
#include "scene/resources/text_paragraph.h"
class Button : public BaseButton {
GDCLASS(Button, BaseButton);
private:
bool flat = false;
String text;
String xl_text;
Ref<TextParagraph> text_buf;
Dictionary opentype_features;
String language;
TextDirection text_direction = TEXT_DIRECTION_AUTO;
Ref<Texture2D> icon;
bool expand_icon = false;
bool clip_text = false;
HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_CENTER;
HorizontalAlignment icon_alignment = HORIZONTAL_ALIGNMENT_LEFT;
float _internal_margin[4] = {};
void _shape();
protected:
void _set_internal_margin(Side p_side, float p_value);
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
virtual Size2 get_minimum_size() const override;
void set_text(const String &p_text);
String get_text() const;
void set_text_direction(TextDirection p_text_direction);
TextDirection get_text_direction() const;
void set_opentype_feature(const String &p_name, int p_value);
int get_opentype_feature(const String &p_name) const;
void clear_opentype_features();
void set_language(const String &p_language);
String get_language() const;
void set_icon(const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_icon() const;
void set_expand_icon(bool p_enabled);
bool is_expand_icon() const;
void set_flat(bool p_enabled);
bool is_flat() const;
void set_clip_text(bool p_enabled);
bool get_clip_text() const;
void set_text_alignment(HorizontalAlignment p_alignment);
HorizontalAlignment get_text_alignment() const;
void set_icon_alignment(HorizontalAlignment p_alignment);
HorizontalAlignment get_icon_alignment() const;
Button(const String &p_text = String());
~Button();
};
#endif
|