virtualx-engine/scene/theme/theme_db.h
Yuri Sizov 512182f147 Add theme contexts to various parts of the editor
This change defines additional theme contexts for editor
branches to prevent theme leaking between the default
theme, the project theme, and the editor theme.

- Both editor window and EditorNode define an editor-specific
context with the editor theme and the default theme.
- The 2D viewport defines a project-specific context with
the project theme and the default theme.
- Theme editor preview tabs define the default-only context
with the default theme.

Additionally, the default theme context now only includes
the project theme for running projects (both export and debug).
This prevents the project theme from leaking into the editor.

This commit also does a little clean up on the theming aspects
of the EditorNode.
2023-09-06 19:40:43 +02:00

146 lines
5 KiB
C++

/**************************************************************************/
/* 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"
class Font;
class Node;
class StyleBox;
class Texture2D;
class Theme;
class ThemeContext;
class ThemeDB : public Object {
GDCLASS(ThemeDB, Object);
static ThemeDB *singleton;
// Global Theme resources used by the default theme context.
Ref<Theme> default_theme;
Ref<Theme> project_theme;
// Universal default values, final fallback for every theme.
float fallback_base_scale = 1.0;
Ref<Font> fallback_font;
int fallback_font_size = 16;
Ref<Texture2D> fallback_icon;
Ref<StyleBox> fallback_stylebox;
// Global theme contexts used to scope global Theme resources.
ThemeContext *default_theme_context = nullptr;
HashMap<Node *, ThemeContext *> theme_contexts;
void _propagate_theme_context(Node *p_from_node, ThemeContext *p_context);
void _init_default_theme_context();
void _finalize_theme_contexts();
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<Theme> &p_default);
Ref<Theme> get_default_theme();
void set_project_theme(const Ref<Theme> &p_project_default);
Ref<Theme> 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<Font> &p_font);
Ref<Font> get_fallback_font();
void set_fallback_font_size(int p_font_size);
int get_fallback_font_size();
void set_fallback_icon(const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_fallback_icon();
void set_fallback_stylebox(const Ref<StyleBox> &p_stylebox);
Ref<StyleBox> get_fallback_stylebox();
void get_native_type_dependencies(const StringName &p_base_type, List<StringName> *p_list);
// Global theme contexts.
ThemeContext *create_theme_context(Node *p_node, List<Ref<Theme>> &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;
// 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<Ref<Theme>> themes;
void _emit_changed();
protected:
static void _bind_methods();
public:
void set_themes(List<Ref<Theme>> &p_themes);
List<Ref<Theme>> get_themes() const;
Ref<Theme> get_fallback_theme() const;
};
#endif // THEME_DB_H