c7bc44d5ad
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!
422 lines
12 KiB
C++
422 lines
12 KiB
C++
/*************************************************************************/
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/* control.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 CONTROL_H
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#define CONTROL_H
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#include "scene/main/node.h"
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#include "scene/resources/theme.h"
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#include "scene/main/timer.h"
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#include "scene/2d/canvas_item.h"
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#include "math_2d.h"
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#include "rid.h"
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#include "scene/gui/input_action.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Viewport;
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class Label;
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class Panel;
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class Control : public CanvasItem {
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OBJ_TYPE( Control, CanvasItem );
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OBJ_CATEGORY("GUI Nodes");
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public:
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enum AnchorType {
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ANCHOR_BEGIN,
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ANCHOR_END,
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ANCHOR_RATIO,
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ANCHOR_CENTER,
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};
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enum FocusMode {
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FOCUS_NONE,
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FOCUS_CLICK,
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FOCUS_ALL
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};
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enum SizeFlags {
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SIZE_EXPAND=1,
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SIZE_FILL=2,
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SIZE_EXPAND_FILL=SIZE_EXPAND|SIZE_FILL
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};
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enum CursorShape {
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CURSOR_ARROW,
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CURSOR_IBEAM,
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CURSOR_POINTING_HAND,
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CURSOR_CROSS,
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CURSOR_WAIT,
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CURSOR_BUSY,
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CURSOR_DRAG,
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CURSOR_CAN_DROP,
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CURSOR_FORBIDDEN,
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CURSOR_VSIZE,
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CURSOR_HSIZE,
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CURSOR_BDIAGSIZE,
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CURSOR_FDIAGSIZE,
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CURSOR_MOVE,
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CURSOR_VSPLIT,
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CURSOR_HSPLIT,
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CURSOR_HELP,
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CURSOR_MAX
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};
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private:
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struct CComparator {
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bool operator()(const Control* p_a, const Control* p_b) const {
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if (p_a->get_canvas_layer()==p_b->get_canvas_layer())
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return p_b->is_greater_than(p_a);
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else
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return p_a->get_canvas_layer() < p_b->get_canvas_layer();
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}
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};
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struct Data {
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Point2 pos_cache;
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Size2 size_cache;
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float margin[4];
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AnchorType anchor[4];
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FocusMode focus_mode;
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float rotation;
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Vector2 scale;
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bool pending_resize;
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int h_size_flags;
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int v_size_flags;
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float expand;
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bool pending_min_size_update;
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Point2 custom_minimum_size;
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bool ignore_mouse;
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bool stop_mouse;
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bool block_minimum_size_adjust;
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bool disable_visibility_clip;
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Control *parent;
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ObjectID drag_owner;
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bool modal;
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bool modal_exclusive;
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uint64_t modal_frame; //frame used to put something as modal
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Ref<Theme> theme;
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Control *theme_owner;
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String tooltip;
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CursorShape default_cursor;
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List<Control*>::Element *MI; //modal item
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List<Control*>::Element *SI;
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List<Control*>::Element *RI;
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CanvasItem *parent_canvas_item;
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ObjectID modal_prev_focus_owner;
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NodePath focus_neighbour[4];
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HashMap<StringName, Ref<Texture>, StringNameHasher > icon_override;
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HashMap<StringName, Ref<Shader>, StringNameHasher > shader_override;
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HashMap<StringName, Ref<StyleBox>, StringNameHasher > style_override;
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HashMap<StringName, Ref<Font>, StringNameHasher > font_override;
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HashMap<StringName, Color, StringNameHasher > color_override;
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HashMap<StringName, int, StringNameHasher > constant_override;
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Map< Ref<Font>, int> font_refcount;
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} data;
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// used internally
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Control* _find_control_at_pos(CanvasItem* p_node,const Point2& p_pos,const Matrix32& p_xform,Matrix32& r_inv_xform);
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void _window_find_focus_neighbour(const Vector2& p_dir, Node *p_at, const Point2* p_points ,float p_min,float &r_closest_dist,Control **r_closest);
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Control *_get_focus_neighbour(Margin p_margin,int p_count=0);
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void _set_anchor(Margin p_margin,AnchorType p_anchor);
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float _get_parent_range(int p_idx) const;
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float _get_range(int p_idx) const;
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float _s2a(float p_val, AnchorType p_anchor,float p_range) const;
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float _a2s(float p_val, AnchorType p_anchor,float p_range) const;
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void _propagate_theme_changed(CanvasItem *p_at, Control *p_owner, bool p_assign=true);
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void _theme_changed();
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void _change_notify_margins();
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void _update_minimum_size();
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void _update_scroll();
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void _resize(const Size2& p_size);
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void _size_changed();
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String _get_tooltip() const;
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// Deprecated, should be removed in a future version.
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void _set_rotation_deg(float p_degrees);
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float _get_rotation_deg() const;
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void _ref_font(Ref<Font> p_sc);
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void _unref_font( Ref<Font> p_sc);
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void _font_changed();
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void _update_canvas_item_transform();
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friend class Viewport;
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void _modal_stack_remove();
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void _modal_set_prev_focus_owner(ObjectID p_prev);
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protected:
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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//virtual void _window_input_event(InputEvent p_event);
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_notification);
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static void _bind_methods();
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//bind helpers
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public:
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enum {
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/* NOTIFICATION_DRAW=30,
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NOTIFICATION_VISIBILITY_CHANGED=38*/
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NOTIFICATION_RESIZED=40,
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NOTIFICATION_MOUSE_ENTER=41,
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NOTIFICATION_MOUSE_EXIT=42,
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NOTIFICATION_FOCUS_ENTER=43,
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NOTIFICATION_FOCUS_EXIT=44,
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NOTIFICATION_THEME_CHANGED=45,
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NOTIFICATION_MODAL_CLOSE=46,
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};
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virtual Variant edit_get_state() const;
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virtual void edit_set_state(const Variant& p_state);
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virtual void edit_set_rect(const Rect2& p_edit_rect);
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virtual Size2 edit_get_minimum_size() const;
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void accept_event();
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virtual Size2 get_minimum_size() const;
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virtual Size2 get_combined_minimum_size() const;
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virtual bool has_point(const Point2& p_point) const;
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virtual bool clips_input() const;
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virtual void set_drag_forwarding(Control* p_target);
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virtual Variant get_drag_data(const Point2& p_point);
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virtual bool can_drop_data(const Point2& p_point,const Variant& p_data) const;
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virtual void drop_data(const Point2& p_point,const Variant& p_data);
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void set_drag_preview(Control *p_control);
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void force_drag(const Variant& p_data,Control *p_control);
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void set_custom_minimum_size(const Size2& p_custom);
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Size2 get_custom_minimum_size() const;
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bool is_window_modal_on_top() const;
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uint64_t get_modal_frame() const; //frame in which this was made modal
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Control *get_parent_control() const;
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/* POSITIONING */
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void set_anchor(Margin p_margin,AnchorType p_anchor, bool p_keep_margin=false);
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void set_anchor_and_margin(Margin p_margin,AnchorType p_anchor, float p_pos);
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AnchorType get_anchor(Margin p_margin) const;
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void set_margin(Margin p_margin,float p_value);
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void set_begin(const Point2& p_point); // helper
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void set_end(const Point2& p_point); // helper
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float get_margin(Margin p_margin) const;
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Point2 get_begin() const;
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Point2 get_end() const;
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void set_pos(const Point2& p_point);
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void set_size(const Size2& p_size);
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void set_global_pos(const Point2& p_point);
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Point2 get_pos() const;
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Point2 get_global_pos() const;
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Size2 get_size() const;
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Rect2 get_rect() const;
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Rect2 get_global_rect() const;
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Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the visual server
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void set_rotation(float p_radians);
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void set_rotation_deg(float p_degrees);
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float get_rotation() const;
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float get_rotation_deg() const;
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void set_scale(const Vector2& p_scale);
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Vector2 get_scale() const;
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void set_area_as_parent_rect(int p_margin=0);
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void show_modal(bool p_exclusive=false);
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void set_theme(const Ref<Theme>& p_theme);
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Ref<Theme> get_theme() const;
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void set_h_size_flags(int p_flags);
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int get_h_size_flags() const;
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void set_v_size_flags(int p_flags);
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int get_v_size_flags() const;
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void set_stretch_ratio(float p_ratio);
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float get_stretch_ratio() const;
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void minimum_size_changed();
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/* FOCUS */
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void set_focus_mode(FocusMode p_focus_mode);
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FocusMode get_focus_mode() const;
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bool has_focus() const;
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void grab_focus();
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void release_focus();
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Control *find_next_valid_focus() const;
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Control *find_prev_valid_focus() const;
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void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour);
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NodePath get_focus_neighbour(Margin p_margin) const;
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Control *get_focus_owner() const;
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void set_ignore_mouse(bool p_ignore);
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bool is_ignoring_mouse() const;
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void set_stop_mouse(bool p_stop);
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bool is_stopping_mouse() const;
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/* SKINNING */
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void add_icon_override(const StringName& p_name, const Ref<Texture>& p_icon);
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void add_shader_override(const StringName& p_name, const Ref<Shader>& p_shader);
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void add_style_override(const StringName& p_name, const Ref<StyleBox>& p_style);
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void add_font_override(const StringName& p_name, const Ref<Font>& p_font);
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void add_color_override(const StringName& p_name, const Color& p_color);
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void add_constant_override(const StringName& p_name, int p_constant);
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Ref<Texture> get_icon(const StringName& p_name,const StringName& p_type=StringName()) const;
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Ref<Shader> get_shader(const StringName &p_name, const StringName &p_type=StringName()) const;
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Ref<StyleBox> get_stylebox(const StringName& p_name,const StringName& p_type=StringName()) const;
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Ref<Font> get_font(const StringName& p_name,const StringName& p_type=StringName()) const;
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Color get_color(const StringName& p_name,const StringName& p_type=StringName()) const;
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int get_constant(const StringName& p_name,const StringName& p_type=StringName()) const;
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bool has_icon_override(const StringName& p_name) const;
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bool has_shader_override(const StringName& p_name) const;
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bool has_stylebox_override(const StringName& p_name) const;
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bool has_font_override(const StringName& p_name) const;
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bool has_color_override(const StringName& p_name) const;
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bool has_constant_override(const StringName& p_name) const;
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bool has_icon(const StringName& p_name,const StringName& p_type=StringName()) const;
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bool has_shader(const StringName& p_name,const StringName& p_type=StringName()) const;
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bool has_stylebox(const StringName& p_name,const StringName& p_type=StringName()) const;
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bool has_font(const StringName& p_name,const StringName& p_type=StringName()) const;
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bool has_color(const StringName& p_name,const StringName& p_type=StringName()) const;
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bool has_constant(const StringName& p_name,const StringName& p_type=StringName()) const;
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/* TOOLTIP */
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void set_tooltip(const String& p_tooltip);
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virtual String get_tooltip(const Point2& p_pos) const;
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/* CURSOR */
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void set_default_cursor_shape(CursorShape p_shape);
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CursorShape get_default_cursor_shape() const;
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virtual CursorShape get_cursor_shape(const Point2& p_pos=Point2i()) const;
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virtual Rect2 get_item_rect() const;
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virtual Matrix32 get_transform() const;
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bool is_toplevel_control() const;
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Size2 get_parent_area_size() const;
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void grab_click_focus();
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void warp_mouse(const Point2& p_to_pos);
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virtual bool is_text_field() const;
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Control *get_root_parent_control() const;
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void set_block_minimum_size_adjust(bool p_block);
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bool is_minimum_size_adjust_blocked() const;
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void set_disable_visibility_clip(bool p_ignore);
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bool is_visibility_clip_disabled() const;
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virtual void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
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Control();
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~Control();
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};
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VARIANT_ENUM_CAST(Control::AnchorType);
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VARIANT_ENUM_CAST(Control::FocusMode);
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VARIANT_ENUM_CAST(Control::SizeFlags);
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VARIANT_ENUM_CAST(Control::CursorShape);
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#endif
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