Updated copyright year in all headers
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1109 changed files with 3362 additions and 3362 deletions
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@ -5,7 +5,7 @@
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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@ -26,98 +26,98 @@
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BUTTON_ARRAY_H
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#define BUTTON_ARRAY_H
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#include "scene/gui/control.h"
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class ButtonArray : public Control {
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OBJ_TYPE(ButtonArray, Control);
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public:
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enum Align {
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ALIGN_BEGIN,
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ALIGN_CENTER,
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ALIGN_END,
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ALIGN_FILL,
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ALIGN_EXPAND_FILL
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};
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private:
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Orientation orientation;
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Align align;
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struct Button {
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String text;
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Ref<Texture> icon;
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mutable int _ms_cache;
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mutable int _pos_cache;
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mutable int _size_cache;
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};
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int selected;
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int hover;
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double min_button_size;
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Vector<Button> buttons;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void _input_event(const InputEvent& p_event);
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void set_align(Align p_align);
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Align get_align() const;
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void add_button(const String& p_button);
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void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="");
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void set_button_text(int p_button, const String& p_text);
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void set_button_icon(int p_button, const Ref<Texture>& p_icon);
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String get_button_text(int p_button) const;
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Ref<Texture> get_button_icon(int p_button) const;
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int get_selected() const;
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int get_hovered() const;
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void set_selected(int p_selected);
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int get_button_count() const;
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void erase_button(int p_button);
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void clear();
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virtual Size2 get_minimum_size() const;
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virtual void get_translatable_strings(List<String> *p_strings) const;
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ButtonArray(Orientation p_orientation=HORIZONTAL);
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};
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class HButtonArray : public ButtonArray {
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OBJ_TYPE(HButtonArray,ButtonArray);
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public:
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HButtonArray() : ButtonArray(HORIZONTAL) {};
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};
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class VButtonArray : public ButtonArray {
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OBJ_TYPE(VButtonArray,ButtonArray);
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public:
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VButtonArray() : ButtonArray(VERTICAL) {};
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};
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#endif // BUTTON_ARRAY_H
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#ifndef BUTTON_ARRAY_H
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#define BUTTON_ARRAY_H
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#include "scene/gui/control.h"
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class ButtonArray : public Control {
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OBJ_TYPE(ButtonArray, Control);
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public:
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enum Align {
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ALIGN_BEGIN,
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ALIGN_CENTER,
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ALIGN_END,
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ALIGN_FILL,
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ALIGN_EXPAND_FILL
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};
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private:
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Orientation orientation;
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Align align;
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struct Button {
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String text;
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Ref<Texture> icon;
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mutable int _ms_cache;
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mutable int _pos_cache;
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mutable int _size_cache;
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};
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int selected;
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int hover;
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double min_button_size;
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Vector<Button> buttons;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void _input_event(const InputEvent& p_event);
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void set_align(Align p_align);
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Align get_align() const;
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void add_button(const String& p_button);
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void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="");
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void set_button_text(int p_button, const String& p_text);
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void set_button_icon(int p_button, const Ref<Texture>& p_icon);
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String get_button_text(int p_button) const;
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Ref<Texture> get_button_icon(int p_button) const;
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int get_selected() const;
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int get_hovered() const;
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void set_selected(int p_selected);
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int get_button_count() const;
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void erase_button(int p_button);
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void clear();
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virtual Size2 get_minimum_size() const;
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virtual void get_translatable_strings(List<String> *p_strings) const;
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ButtonArray(Orientation p_orientation=HORIZONTAL);
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};
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class HButtonArray : public ButtonArray {
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OBJ_TYPE(HButtonArray,ButtonArray);
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public:
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HButtonArray() : ButtonArray(HORIZONTAL) {};
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};
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class VButtonArray : public ButtonArray {
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OBJ_TYPE(VButtonArray,ButtonArray);
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public:
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VButtonArray() : ButtonArray(VERTICAL) {};
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};
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#endif // BUTTON_ARRAY_H
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