81 lines
4.2 KiB
C++
81 lines
4.2 KiB
C++
/**************************************************************************/
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/* editor_themes.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 EDITOR_THEMES_H
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#define EDITOR_THEMES_H
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#include "scene/resources/texture.h"
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#include "scene/resources/theme.h"
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// The default icon theme is designed to be used for a dark theme. This map stores
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// Color values to convert to other colors for better readability on a light theme.
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class EditorColorMap {
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// Godot Color values are used to avoid the ambiguity of strings
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// (where "#ffffff", "fff", and "white" are all equivalent).
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static HashMap<Color, Color> color_conversion_map;
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// The names of the icons to never convert, even if one of their colors
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// are contained in the color map from above.
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static HashSet<StringName> color_conversion_exceptions;
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public:
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static void add_conversion_color_pair(const String p_from_color, const String p_to_color);
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static void add_conversion_exception(const StringName &p_icon_name);
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static HashMap<Color, Color> &get_color_conversion_map() { return color_conversion_map; };
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static HashSet<StringName> &get_color_conversion_exceptions() { return color_conversion_exceptions; };
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static void create();
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static void finish();
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};
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class EditorTheme : public Theme {
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GDCLASS(EditorTheme, Theme);
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static Vector<StringName> editor_theme_types;
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public:
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virtual Color get_color(const StringName &p_name, const StringName &p_theme_type) const override;
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virtual int get_constant(const StringName &p_name, const StringName &p_theme_type) const override;
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virtual Ref<Font> get_font(const StringName &p_name, const StringName &p_theme_type) const override;
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virtual int get_font_size(const StringName &p_name, const StringName &p_theme_type) const override;
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virtual Ref<Texture2D> get_icon(const StringName &p_name, const StringName &p_theme_type) const override;
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virtual Ref<StyleBox> get_stylebox(const StringName &p_name, const StringName &p_theme_type) const override;
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static void initialize();
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static void finalize();
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};
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Ref<Theme> create_editor_theme(Ref<Theme> p_theme = nullptr);
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Ref<Theme> create_custom_theme(Ref<Theme> p_theme = nullptr);
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String get_default_project_icon();
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#endif // EDITOR_THEMES_H
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