text: /*************************************************************************/
  /*  touch_screen_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 TOUCH_SCREEN_BUTTON_H
  #define TOUCH_SCREEN_BUTTON_H
  
  #include "scene/2d/node_2d.h"
  #include "scene/resources/bit_map.h"
  #include "scene/resources/rectangle_shape_2d.h"
  #include "scene/resources/texture.h"
  
  class TouchScreenButton : public Node2D {
  
  	GDCLASS(TouchScreenButton, Node2D);
  
  public:
  	enum VisibilityMode {
  		VISIBILITY_ALWAYS,
  		VISIBILITY_TOUCHSCREEN_ONLY
  	};
  
  private:
  	Ref<Texture> texture;
  	Ref<Texture> texture_pressed;
  	Ref<BitMap> bitmask;
  	Ref<Shape2D> shape;
  	bool shape_centered;
  	bool shape_visible;
  
  	Ref<RectangleShape2D> unit_rect;
  
  	StringName action;
  	bool passby_press;
  	int finger_pressed;
  
  	VisibilityMode visibility;
  
  	void _input(const Ref<InputEvent> &p_event);
  
  	bool _is_point_inside(const Point2 &p_point);
  
  	void _press(int p_finger_pressed);
  	void _release(bool p_exiting_tree = false);
  
  protected:
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  #ifdef TOOLS_ENABLED
  	virtual Rect2 _edit_get_rect() const;
  	virtual bool _edit_use_rect() const;
  #endif
  
  	void set_texture(const Ref<Texture> &p_texture);
  	Ref<Texture> get_texture() const;
  
  	void set_texture_pressed(const Ref<Texture> &p_texture_pressed);
  	Ref<Texture> get_texture_pressed() const;
  
  	void set_bitmask(const Ref<BitMap> &p_bitmask);
  	Ref<BitMap> get_bitmask() const;
  
  	void set_shape(const Ref<Shape2D> &p_shape);
  	Ref<Shape2D> get_shape() const;
  
  	void set_shape_centered(bool p_shape_centered);
  	bool is_shape_centered() const;
  
  	void set_shape_visible(bool p_shape_visible);
  	bool is_shape_visible() const;
  
  	void set_action(const String &p_action);
  	String get_action() const;
  
  	void set_passby_press(bool p_enable);
  	bool is_passby_press_enabled() const;
  
  	void set_visibility_mode(VisibilityMode p_mode);
  	VisibilityMode get_visibility_mode() const;
  
  	bool is_pressed() const;
  
  	virtual Rect2 get_anchorable_rect() const;
  
  	TouchScreenButton();
  };
  
  VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);
  
  #endif // TOUCH_SCREEN_BUTTON_H
  