Updated copyright year in all headers

This commit is contained in:
Juan Linietsky 2015-04-18 14:38:54 -03:00
parent 6b3cd13c8d
commit fdaa2920eb
1109 changed files with 3362 additions and 3362 deletions

View file

@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@ -26,98 +26,98 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef BUTTON_ARRAY_H
#define BUTTON_ARRAY_H
#include "scene/gui/control.h"
class ButtonArray : public Control {
OBJ_TYPE(ButtonArray, Control);
public:
enum Align {
ALIGN_BEGIN,
ALIGN_CENTER,
ALIGN_END,
ALIGN_FILL,
ALIGN_EXPAND_FILL
};
private:
Orientation orientation;
Align align;
struct Button {
String text;
Ref<Texture> icon;
mutable int _ms_cache;
mutable int _pos_cache;
mutable int _size_cache;
};
int selected;
int hover;
double min_button_size;
Vector<Button> buttons;
protected:
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;
void _notification(int p_what);
static void _bind_methods();
public:
void _input_event(const InputEvent& p_event);
void set_align(Align p_align);
Align get_align() const;
void add_button(const String& p_button);
void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="");
void set_button_text(int p_button, const String& p_text);
void set_button_icon(int p_button, const Ref<Texture>& p_icon);
String get_button_text(int p_button) const;
Ref<Texture> get_button_icon(int p_button) const;
int get_selected() const;
int get_hovered() const;
void set_selected(int p_selected);
int get_button_count() const;
void erase_button(int p_button);
void clear();
virtual Size2 get_minimum_size() const;
virtual void get_translatable_strings(List<String> *p_strings) const;
ButtonArray(Orientation p_orientation=HORIZONTAL);
};
class HButtonArray : public ButtonArray {
OBJ_TYPE(HButtonArray,ButtonArray);
public:
HButtonArray() : ButtonArray(HORIZONTAL) {};
};
class VButtonArray : public ButtonArray {
OBJ_TYPE(VButtonArray,ButtonArray);
public:
VButtonArray() : ButtonArray(VERTICAL) {};
};
#endif // BUTTON_ARRAY_H
#ifndef BUTTON_ARRAY_H
#define BUTTON_ARRAY_H
#include "scene/gui/control.h"
class ButtonArray : public Control {
OBJ_TYPE(ButtonArray, Control);
public:
enum Align {
ALIGN_BEGIN,
ALIGN_CENTER,
ALIGN_END,
ALIGN_FILL,
ALIGN_EXPAND_FILL
};
private:
Orientation orientation;
Align align;
struct Button {
String text;
Ref<Texture> icon;
mutable int _ms_cache;
mutable int _pos_cache;
mutable int _size_cache;
};
int selected;
int hover;
double min_button_size;
Vector<Button> buttons;
protected:
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;
void _notification(int p_what);
static void _bind_methods();
public:
void _input_event(const InputEvent& p_event);
void set_align(Align p_align);
Align get_align() const;
void add_button(const String& p_button);
void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="");
void set_button_text(int p_button, const String& p_text);
void set_button_icon(int p_button, const Ref<Texture>& p_icon);
String get_button_text(int p_button) const;
Ref<Texture> get_button_icon(int p_button) const;
int get_selected() const;
int get_hovered() const;
void set_selected(int p_selected);
int get_button_count() const;
void erase_button(int p_button);
void clear();
virtual Size2 get_minimum_size() const;
virtual void get_translatable_strings(List<String> *p_strings) const;
ButtonArray(Orientation p_orientation=HORIZONTAL);
};
class HButtonArray : public ButtonArray {
OBJ_TYPE(HButtonArray,ButtonArray);
public:
HButtonArray() : ButtonArray(HORIZONTAL) {};
};
class VButtonArray : public ButtonArray {
OBJ_TYPE(VButtonArray,ButtonArray);
public:
VButtonArray() : ButtonArray(VERTICAL) {};
};
#endif // BUTTON_ARRAY_H