d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
165 lines
6 KiB
C++
165 lines
6 KiB
C++
/*************************************************************************/
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/* popup_menu.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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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 POPUP_MENU_H
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#define POPUP_MENU_H
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#include "scene/gui/popup.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class PopupMenu : public Popup {
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OBJ_TYPE(PopupMenu, Popup );
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struct Item {
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Ref<Texture> icon;
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String text;
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bool checked;
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bool checkable;
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bool separator;
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bool disabled;
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int ID;
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Variant metadata;
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String submenu;
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String tooltip;
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uint32_t accel;
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int _ofs_cache;
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Ref<ShortCut> shortcut;
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Item() { checked=false; checkable=false; separator=false; accel=0; disabled=false; _ofs_cache=0; }
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};
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Timer *submenu_timer;
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List<Rect2> autohide_areas;
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Vector<Item> items;
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int mouse_over;
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int submenu_over;
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Rect2 parent_rect;
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String _get_accel_text(int p_item) const;
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int _get_mouse_over(const Point2& p_over) const;
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virtual Size2 get_minimum_size() const;
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void _input_event(const InputEvent &p_event);
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void _activate_submenu(int over);
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void _submenu_timeout();
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bool invalidated_click;
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bool hide_on_item_selection;
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Vector2 moved;
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Array _get_items() const;
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void _set_items(const Array& p_items);
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Map< Ref<ShortCut>, int> shortcut_refcount;
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void _ref_shortcut(Ref<ShortCut> p_sc);
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void _unref_shortcut( Ref<ShortCut> p_sc);
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protected:
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virtual bool has_point(const Point2& p_point) const;
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friend class MenuButton;
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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 add_icon_item(const Ref<Texture>& p_icon,const String& p_label,int p_ID=-1,uint32_t p_accel=0);
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void add_item(const String& p_label,int p_ID=-1,uint32_t p_accel=0);
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void add_icon_check_item(const Ref<Texture>& p_icon,const String& p_label,int p_ID=-1,uint32_t p_accel=0);
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void add_check_item(const String& p_label,int p_ID=-1,uint32_t p_accel=0);
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void add_submenu_item(const String& p_label,const String& p_submenu, int p_ID=-1);
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void add_icon_shortcut(const Ref<Texture>& p_icon,const Ref<ShortCut>& p_shortcut,int p_ID=-1);
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void add_shortcut(const Ref<ShortCut>& p_shortcut,int p_ID=-1);
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void add_icon_check_shortcut(const Ref<Texture>& p_icon,const Ref<ShortCut>& p_shortcut,int p_ID=-1);
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void add_check_shortcut(const Ref<ShortCut>& p_shortcut,int p_ID=-1);
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void set_item_text(int p_idx,const String& p_text);
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void set_item_icon(int p_idx,const Ref<Texture>& p_icon);
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void set_item_checked(int p_idx,bool p_checked);
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void set_item_ID(int p_idx,int p_ID);
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void set_item_accelerator(int p_idx,uint32_t p_accel);
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void set_item_metadata(int p_idx,const Variant& p_meta);
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void set_item_disabled(int p_idx,bool p_disabled);
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void set_item_submenu(int p_idx, const String& p_submenu);
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void set_item_as_separator(int p_idx, bool p_separator);
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void set_item_as_checkable(int p_idx, bool p_checkable);
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void set_item_tooltip(int p_idx,const String& p_tooltip);
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void set_item_shortcut(int p_idx, const Ref<ShortCut>& p_shortcut);
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void toggle_item_checked(int p_idx);
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String get_item_text(int p_idx) const;
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Ref<Texture> get_item_icon(int p_idx) const;
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bool is_item_checked(int p_idx) const;
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int get_item_ID(int p_idx) const;
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int get_item_index(int p_ID) const;
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uint32_t get_item_accelerator(int p_idx) const;
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Variant get_item_metadata(int p_idx) const;
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bool is_item_disabled(int p_idx) const;
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String get_item_submenu(int p_ID) const;
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bool is_item_separator(int p_idx) const;
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bool is_item_checkable(int p_idx) const;
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String get_item_tooltip(int p_idx) const;
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Ref<ShortCut> get_item_shortcut(int p_idx) const;
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int get_item_count() const;
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bool activate_item_by_event(const InputEvent& p_event);
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void activate_item(int p_item);
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void remove_item(int p_idx);
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void add_separator();
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void clear();
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void set_parent_rect(const Rect2& p_rect);
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virtual String get_tooltip(const Point2& p_pos) const;
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virtual void get_translatable_strings(List<String> *p_strings) const;
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void add_autohide_area(const Rect2& p_area);
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void clear_autohide_areas();
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void set_invalidate_click_until_motion();
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void set_hide_on_item_selection(bool p_enabled);
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bool is_hide_on_item_selection();
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PopupMenu();
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~PopupMenu();
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};
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#endif
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