virtualx-engine/editor/import/dynamic_font_import_settings.h

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/*************************************************************************/
/* dynamic_font_import_settings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 DYNAMIC_FONT_IMPORT_SETTINGS_H
#define DYNAMIC_FONT_IMPORT_SETTINGS_H
#include "editor/import/resource_importer_dynamic_font.h"
#include "core/templates/rb_set.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/option_button.h"
#include "scene/gui/split_container.h"
#include "scene/gui/subviewport_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/gui/tree.h"
#include "scene/resources/font.h"
#include "servers/text_server.h"
class DynamicFontImportSettings;
class DynamicFontImportSettingsData : public RefCounted {
GDCLASS(DynamicFontImportSettingsData, RefCounted)
friend class DynamicFontImportSettings;
HashMap<StringName, Variant> settings;
HashMap<StringName, Variant> defaults;
List<ResourceImporter::ImportOption> options;
DynamicFontImportSettings *owner = nullptr;
HashSet<char32_t> selected_chars;
HashSet<int32_t> selected_glyphs;
Ref<FontFile> fd;
public:
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;
Ref<FontFile> get_font() const;
};
class EditorFileDialog;
class EditorInspector;
class EditorLocaleDialog;
class DynamicFontImportSettings : public ConfirmationDialog {
GDCLASS(DynamicFontImportSettings, ConfirmationDialog)
friend class DynamicFontImportSettingsData;
enum ItemButton {
BUTTON_ADD_VAR,
BUTTON_REMOVE_VAR,
};
static DynamicFontImportSettings *singleton;
String base_path;
Ref<DynamicFontImportSettingsData> import_settings_data;
List<ResourceImporter::ImportOption> options_variations;
List<ResourceImporter::ImportOption> options_general;
// Root layout
Label *label_warn = nullptr;
TabContainer *main_pages = nullptr;
// Page 1 layout: Rendering Options
Label *page1_description = nullptr;
Label *font_name_label = nullptr;
Label *font_preview_label = nullptr;
EditorInspector *inspector_general = nullptr;
void _main_prop_changed(const String &p_edited_property);
// Page 2 layout: Preload Configurations
Label *page2_description = nullptr;
Label *label_vars = nullptr;
Button *add_var = nullptr;
Tree *vars_list = nullptr;
TreeItem *vars_list_root = nullptr;
EditorInspector *inspector_vars = nullptr;
void _variation_add();
void _variation_selected();
void _variation_remove(Object *p_item, int p_column, int p_id, MouseButton p_button);
void _variation_changed(const String &p_edited_property);
void _variations_validate();
TabContainer *preload_pages = nullptr;
// Page 2.1 layout: Text to select glyphs
Label *page2_1_description = nullptr;
Label *label_glyphs = nullptr;
TextEdit *text_edit = nullptr;
EditorInspector *inspector_text = nullptr;
List<ResourceImporter::ImportOption> options_text;
Ref<DynamicFontImportSettingsData> text_settings_data;
void _change_text_opts();
void _glyph_text_selected();
void _glyph_clear();
// Page 2.2 layout: Character map
Label *page2_2_description = nullptr;
Tree *glyph_table = nullptr;
Tree *glyph_tree = nullptr;
TreeItem *glyph_root = nullptr;
void _glyph_selected();
void _range_edited();
void _range_selected();
void _edit_range(int32_t p_start, int32_t p_end);
bool _char_update(int32_t p_char);
void _range_update(int32_t p_start, int32_t p_end);
// Common
void _add_glyph_range_item(int32_t p_start, int32_t p_end, const String &p_name);
Ref<FontFile> font_preview;
Ref<FontFile> font_main;
void _re_import();
String _pad_zeros(const String &p_hex) const;
protected:
void _notification(int p_what);
public:
void open_settings(const String &p_path);
static DynamicFontImportSettings *get_singleton();
DynamicFontImportSettings();
};
#endif // DYNAMIC_FONT_IMPORT_SETTINGS_H