virtualx-engine/scene/gui/tabs.h
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00

192 lines
6 KiB
C++

/*************************************************************************/
/* tabs.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 TABS_H
#define TABS_H
#include "scene/gui/control.h"
#include "scene/resources/text_line.h"
class Tabs : public Control {
GDCLASS(Tabs, Control);
public:
enum TabAlign {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT,
ALIGN_MAX
};
enum CloseButtonDisplayPolicy {
CLOSE_BUTTON_SHOW_NEVER,
CLOSE_BUTTON_SHOW_ACTIVE_ONLY,
CLOSE_BUTTON_SHOW_ALWAYS,
CLOSE_BUTTON_MAX
};
private:
struct Tab {
String text;
String xl_text;
Dictionary opentype_features;
String language;
Control::TextDirection text_direction = Control::TEXT_DIRECTION_INHERITED;
Ref<TextLine> text_buf;
Ref<Texture2D> icon;
int ofs_cache;
bool disabled;
int size_cache;
int size_text;
int x_cache;
int x_size_cache;
Ref<Texture2D> right_button;
Rect2 rb_rect;
Rect2 cb_rect;
};
int offset;
int max_drawn_tab;
int highlight_arrow;
bool buttons_visible;
bool missing_right;
Vector<Tab> tabs;
int current;
int previous;
int _get_top_margin() const;
TabAlign tab_align;
int rb_hover;
bool rb_pressing;
bool select_with_rmb;
int cb_hover;
bool cb_pressing;
CloseButtonDisplayPolicy cb_displaypolicy;
int hover; // Hovered tab.
int min_width;
bool scrolling_enabled;
bool drag_to_rearrange_enabled;
int tabs_rearrange_group;
int get_tab_width(int p_idx) const;
void _ensure_no_over_offset();
void _update_hover();
void _update_cache();
void _on_mouse_exited();
void _shape(int p_tab);
protected:
void _gui_input(const Ref<InputEvent> &p_event);
void _notification(int p_what);
static void _bind_methods();
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;
int get_tab_idx_at_point(const Point2 &p_point) const;
public:
void add_tab(const String &p_str = "", const Ref<Texture2D> &p_icon = Ref<Texture2D>());
void set_tab_title(int p_tab, const String &p_title);
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_opentype_feature(int p_tab, const String &p_name, int p_value);
int get_tab_opentype_feature(int p_tab, const String &p_name) const;
void clear_tab_opentype_features(int p_tab);
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_disabled(int p_tab, bool p_disabled);
bool get_tab_disabled(int p_tab) const;
void set_tab_right_button(int p_tab, const Ref<Texture2D> &p_right_button);
Ref<Texture2D> get_tab_right_button(int p_tab) const;
void set_tab_align(TabAlign p_align);
TabAlign get_tab_align() const;
void move_tab(int from, int to);
void set_tab_close_display_policy(CloseButtonDisplayPolicy p_policy);
CloseButtonDisplayPolicy get_tab_close_display_policy() const;
int get_tab_count() const;
void set_current_tab(int p_current);
int get_current_tab() const;
int get_previous_tab() const;
int get_hovered_tab() const;
int get_tab_offset() const;
bool get_offset_buttons_visible() const;
void remove_tab(int p_idx);
void clear_tabs();
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_select_with_rmb(bool p_enabled);
bool get_select_with_rmb() const;
void ensure_tab_visible(int p_idx);
void set_min_width(int p_width);
Rect2 get_tab_rect(int p_tab) const;
Size2 get_minimum_size() const override;
Tabs();
};
VARIANT_ENUM_CAST(Tabs::TabAlign);
VARIANT_ENUM_CAST(Tabs::CloseButtonDisplayPolicy);
#endif // TABS_H