virtualx-engine/scene/gui/tab_bar.h

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/**************************************************************************/
/* tab_bar.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 */
/* "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. */
/**************************************************************************/
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#ifndef TAB_BAR_H
#define TAB_BAR_H
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#include "scene/gui/control.h"
#include "scene/resources/text_line.h"
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class TabBar : public Control {
GDCLASS(TabBar, Control);
public:
enum AlignmentMode {
ALIGNMENT_LEFT,
ALIGNMENT_CENTER,
ALIGNMENT_RIGHT,
ALIGNMENT_MAX,
};
enum CloseButtonDisplayPolicy {
CLOSE_BUTTON_SHOW_NEVER,
CLOSE_BUTTON_SHOW_ACTIVE_ONLY,
CLOSE_BUTTON_SHOW_ALWAYS,
CLOSE_BUTTON_MAX
};
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private:
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struct Tab {
String text;
String language;
Control::TextDirection text_direction = Control::TEXT_DIRECTION_INHERITED;
Ref<TextLine> text_buf;
Ref<Texture2D> icon;
int icon_max_width = 0;
bool disabled = false;
bool hidden = false;
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Variant metadata;
int ofs_cache = 0;
int size_cache = 0;
int size_text = 0;
Ref<Texture2D> right_button;
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Rect2 rb_rect;
Rect2 cb_rect;
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Tab() {
text_buf.instantiate();
}
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};
int offset = 0;
int max_drawn_tab = 0;
int highlight_arrow = -1;
bool buttons_visible = false;
bool missing_right = false;
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Vector<Tab> tabs;
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int current = -1;
int previous = -1;
AlignmentMode tab_alignment = ALIGNMENT_LEFT;
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bool clip_tabs = true;
int rb_hover = -1;
bool rb_pressing = false;
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bool tab_style_v_flip = false;
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bool select_with_rmb = false;
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bool deselect_enabled = false;
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int cb_hover = -1;
bool cb_pressing = false;
CloseButtonDisplayPolicy cb_displaypolicy = CLOSE_BUTTON_SHOW_NEVER;
int hover = -1; // Hovered tab.
int max_width = 0;
bool scrolling_enabled = true;
bool drag_to_rearrange_enabled = false;
bool dragging_valid_tab = false;
bool scroll_to_selected = true;
int tabs_rearrange_group = -1;
const float DEFAULT_GAMEPAD_EVENT_DELAY_MS = 0.5;
const float GAMEPAD_EVENT_REPEAT_RATE_MS = 1.0 / 20;
float gamepad_event_delay_ms = DEFAULT_GAMEPAD_EVENT_DELAY_MS;
struct ThemeCache {
int h_separation = 0;
int icon_max_width = 0;
Ref<StyleBox> tab_unselected_style;
Ref<StyleBox> tab_hovered_style;
Ref<StyleBox> tab_selected_style;
Ref<StyleBox> tab_disabled_style;
Ref<StyleBox> tab_focus_style;
Ref<Texture2D> increment_icon;
Ref<Texture2D> increment_hl_icon;
Ref<Texture2D> decrement_icon;
Ref<Texture2D> decrement_hl_icon;
Ref<Texture2D> drop_mark_icon;
Color drop_mark_color;
Ref<Font> font;
int font_size;
int outline_size = 0;
Color font_selected_color;
Color font_hovered_color;
Color font_unselected_color;
Color font_disabled_color;
Color font_outline_color;
Ref<Texture2D> close_icon;
Ref<StyleBox> button_pressed_style;
Ref<StyleBox> button_hl_style;
} theme_cache;
int get_tab_width(int p_idx) const;
Size2 _get_tab_icon_size(int p_idx) const;
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void _ensure_no_over_offset();
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bool _can_deselect() const;
void _update_hover();
void _update_cache(bool p_update_hover = true);
void _on_mouse_exited();
void _shape(int p_tab);
void _draw_tab(Ref<StyleBox> &p_tab_style, Color &p_font_color, int p_index, float p_x, bool p_focus);
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protected:
virtual void gui_input(const Ref<InputEvent> &p_event) override;
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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;
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void _notification(int p_what);
static void _bind_methods();
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Variant get_drag_data(const Point2 &p_point) override;
bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
void drop_data(const Point2 &p_point, const Variant &p_data) override;
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void _move_tab_from(TabBar *p_from_tabbar, int p_from_index, int p_to_index);
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public:
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Variant _handle_get_drag_data(const String &p_type, const Point2 &p_point);
bool _handle_can_drop_data(const String &p_type, const Point2 &p_point, const Variant &p_data) const;
void _handle_drop_data(const String &p_type, const Point2 &p_point, const Variant &p_data, const Callable &p_move_tab_callback, const Callable &p_move_tab_from_other_callback);
void add_tab(const String &p_str = "", const Ref<Texture2D> &p_icon = Ref<Texture2D>());
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void set_tab_title(int p_tab, const String &p_title);
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String get_tab_title(int p_tab) const;
void set_tab_text_direction(int p_tab, TextDirection p_text_direction);
TextDirection get_tab_text_direction(int p_tab) const;
void set_tab_language(int p_tab, const String &p_language);
String get_tab_language(int p_tab) const;
void set_tab_icon(int p_tab, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_tab_icon(int p_tab) const;
void set_tab_icon_max_width(int p_tab, int p_width);
int get_tab_icon_max_width(int p_tab) const;
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void set_tab_disabled(int p_tab, bool p_disabled);
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bool is_tab_disabled(int p_tab) const;
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void set_tab_hidden(int p_tab, bool p_hidden);
bool is_tab_hidden(int p_tab) const;
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void set_tab_metadata(int p_tab, const Variant &p_metadata);
Variant get_tab_metadata(int p_tab) const;
void set_tab_button_icon(int p_tab, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_tab_button_icon(int p_tab) const;
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int get_tab_idx_at_point(const Point2 &p_point) const;
void set_tab_alignment(AlignmentMode p_alignment);
AlignmentMode get_tab_alignment() const;
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void set_clip_tabs(bool p_clip_tabs);
bool get_clip_tabs() const;
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void set_tab_style_v_flip(bool p_tab_style_v_flip);
void move_tab(int p_from, int p_to);
void set_tab_close_display_policy(CloseButtonDisplayPolicy p_policy);
CloseButtonDisplayPolicy get_tab_close_display_policy() const;
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void set_tab_count(int p_count);
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int get_tab_count() const;
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void set_current_tab(int p_current);
int get_current_tab() const;
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int get_previous_tab() const;
int get_hovered_tab() const;
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bool select_previous_available();
bool select_next_available();
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int get_tab_offset() const;
bool get_offset_buttons_visible() const;
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void remove_tab(int p_idx);
void clear_tabs();
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void set_scrolling_enabled(bool p_enabled);
bool get_scrolling_enabled() const;
void set_drag_to_rearrange_enabled(bool p_enabled);
bool get_drag_to_rearrange_enabled() const;
void set_tabs_rearrange_group(int p_group_id);
int get_tabs_rearrange_group() const;
void set_scroll_to_selected(bool p_enabled);
bool get_scroll_to_selected() const;
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void set_select_with_rmb(bool p_enabled);
bool get_select_with_rmb() const;
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void set_deselect_enabled(bool p_enabled);
bool get_deselect_enabled() const;
void ensure_tab_visible(int p_idx);
void set_max_tab_width(int p_width);
int get_max_tab_width() const;
Rect2 get_tab_rect(int p_tab) const;
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Size2 get_minimum_size() const override;
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TabBar();
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};
VARIANT_ENUM_CAST(TabBar::AlignmentMode);
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VARIANT_ENUM_CAST(TabBar::CloseButtonDisplayPolicy);
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#endif // TAB_BAR_H