/**************************************************************************/ /* theme_db.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. */ /**************************************************************************/ #ifndef THEME_DB_H #define THEME_DB_H #include "core/object/class_db.h" #include "core/object/ref_counted.h" #include "scene/resources/theme.h" #include class Font; class Node; class StyleBox; class Texture2D; class ThemeContext; // Macros for binding theme items of this class. This information is used for the documentation, theme // overrides, etc. This is also the basis for theme cache. #define BIND_THEME_ITEM(m_data_type, m_class, m_prop) \ ThemeDB::get_singleton()->bind_class_item(m_data_type, get_class_static(), #m_prop, #m_prop, [](Node *p_instance) { \ m_class *p_cast = Object::cast_to(p_instance); \ p_cast->theme_cache.m_prop = p_cast->get_theme_item(m_data_type, _scs_create(#m_prop)); \ }) #define BIND_THEME_ITEM_CUSTOM(m_data_type, m_class, m_prop, m_item_name) \ ThemeDB::get_singleton()->bind_class_item(m_data_type, get_class_static(), #m_prop, m_item_name, [](Node *p_instance) { \ m_class *p_cast = Object::cast_to(p_instance); \ p_cast->theme_cache.m_prop = p_cast->get_theme_item(m_data_type, _scs_create(m_item_name)); \ }) // Macro for binding theme items used by this class, but defined/binded by other classes. This is primarily used for // the theme cache. Can also be used to list such items in documentation. #define BIND_THEME_ITEM_EXT(m_data_type, m_class, m_prop, m_item_name, m_type_name) \ ThemeDB::get_singleton()->bind_class_external_item(m_data_type, get_class_static(), #m_prop, m_item_name, m_type_name, [](Node *p_instance) { \ m_class *p_cast = Object::cast_to(p_instance); \ p_cast->theme_cache.m_prop = p_cast->get_theme_item(m_data_type, _scs_create(m_item_name), _scs_create(m_type_name)); \ }) class ThemeDB : public Object { GDCLASS(ThemeDB, Object); static ThemeDB *singleton; // Global Theme resources used by the default theme context. Ref default_theme; Ref project_theme; // Universal default values, final fallback for every theme. float fallback_base_scale = 1.0; Ref fallback_font; int fallback_font_size = 16; Ref fallback_icon; Ref fallback_stylebox; // Global theme contexts used to scope global Theme resources. ThemeContext *default_theme_context = nullptr; HashMap theme_contexts; void _propagate_theme_context(Node *p_from_node, ThemeContext *p_context); void _init_default_theme_context(); void _finalize_theme_contexts(); // Binding of theme items to Node classes. public: typedef std::function ThemeItemSetter; struct ThemeItemBind { Theme::DataType data_type; StringName class_name; StringName item_name; StringName type_name; bool external = false; ThemeItemSetter setter; }; private: HashMap> theme_item_binds; protected: static void _bind_methods(); public: void initialize_theme(); void initialize_theme_noproject(); void finalize_theme(); // Global Theme resources. void set_default_theme(const Ref &p_default); Ref get_default_theme(); void set_project_theme(const Ref &p_project_default); Ref get_project_theme(); // Universal fallback values. void set_fallback_base_scale(float p_base_scale); float get_fallback_base_scale(); void set_fallback_font(const Ref &p_font); Ref get_fallback_font(); void set_fallback_font_size(int p_font_size); int get_fallback_font_size(); void set_fallback_icon(const Ref &p_icon); Ref get_fallback_icon(); void set_fallback_stylebox(const Ref &p_stylebox); Ref get_fallback_stylebox(); void get_native_type_dependencies(const StringName &p_base_type, List *p_list); // Global theme contexts. ThemeContext *create_theme_context(Node *p_node, List> &p_themes); void destroy_theme_context(Node *p_node); ThemeContext *get_theme_context(Node *p_node) const; ThemeContext *get_default_theme_context() const; ThemeContext *get_nearest_theme_context(Node *p_for_node) const; // Theme item binding. void bind_class_item(Theme::DataType p_data_type, const StringName &p_class_name, const StringName &p_prop_name, const StringName &p_item_name, ThemeItemSetter p_setter); void bind_class_external_item(Theme::DataType p_data_type, const StringName &p_class_name, const StringName &p_prop_name, const StringName &p_item_name, const StringName &p_type_name, ThemeItemSetter p_setter); void update_class_instance_items(Node *p_instance); void get_class_own_items(const StringName &p_class_name, List *r_list); // Memory management, reference, and initialization. static ThemeDB *get_singleton(); ThemeDB(); ~ThemeDB(); }; class ThemeContext : public Object { GDCLASS(ThemeContext, Object); friend class ThemeDB; Node *node = nullptr; ThemeContext *parent = nullptr; // Themes are stacked in the order of relevance, for easy iteration. // This means that the first theme is the one you should check first, // and the last theme is the fallback theme where every lookup ends. List> themes; void _emit_changed(); protected: static void _bind_methods(); public: void set_themes(List> &p_themes); List> get_themes() const; Ref get_fallback_theme() const; }; #endif // THEME_DB_H