2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* theme.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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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2014-02-10 01:10:30 +00:00
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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 THEME_H
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#define THEME_H
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#include "resource.h"
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#include "scene/resources/font.h"
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#include "scene/resources/style_box.h"
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#include "scene/resources/texture.h"
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2015-12-20 21:21:53 +00:00
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#include "scene/resources/shader.h"
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2014-02-10 01:10:30 +00:00
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#include "io/resource_loader.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Theme : public Resource {
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2017-01-03 02:03:46 +00:00
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GDCLASS( Theme, Resource );
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RES_BASE_EXTENSION("thm");
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2014-02-10 01:10:30 +00:00
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static Ref<Theme> default_theme;
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2016-03-08 23:00:52 +00:00
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2016-06-17 19:00:27 +00:00
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//keep a reference count to font, so each time the font changes, we emit theme changed too
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Map< Ref<Font>, int> font_refcount;
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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 _emit_theme_changed();
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2014-02-10 01:10:30 +00:00
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HashMap<StringName,HashMap<StringName,Ref<Texture>,StringNameHasher >, StringNameHasher > icon_map;
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HashMap<StringName,HashMap<StringName,Ref<StyleBox>,StringNameHasher >,StringNameHasher > style_map;
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HashMap<StringName,HashMap<StringName,Ref<Font>,StringNameHasher >,StringNameHasher > font_map;
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HashMap<StringName,HashMap<StringName,Ref<Shader>,StringNameHasher >, StringNameHasher > shader_map;
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2014-02-10 01:10:30 +00:00
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HashMap<StringName,HashMap<StringName,Color,StringNameHasher >,StringNameHasher > color_map;
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HashMap<StringName,HashMap<StringName,int,StringNameHasher>,StringNameHasher > constant_map;
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protected:
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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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2014-02-10 01:10:30 +00:00
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static Ref<Texture> default_icon;
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static Ref<StyleBox> default_style;
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static Ref<Font> default_font;
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2014-02-15 05:01:39 +00:00
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Ref<Font> default_theme_font;
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DVector<String> _get_icon_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_icon_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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DVector<String> _get_stylebox_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_stylebox_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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DVector<String> _get_stylebox_types(void) const { DVector<String> ilret; List<StringName> il; get_stylebox_types(&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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DVector<String> _get_font_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_font_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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DVector<String> _get_color_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_color_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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DVector<String> _get_constant_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_constant_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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DVector<String> _get_type_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_type_list(&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
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static void _bind_methods();
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public:
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static Ref<Theme> get_default();
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static void set_default(const Ref<Theme>& p_default);
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2014-02-10 01:10:30 +00:00
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static void set_default_icon( const Ref<Texture>& p_icon );
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static void set_default_style( const Ref<StyleBox>& p_default_style);
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static void set_default_font( const Ref<Font>& p_default_font );
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void set_default_theme_font( const Ref<Font>& p_default_font );
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Ref<Font> get_default_theme_font() const;
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2014-02-10 01:10:30 +00:00
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void set_icon(const StringName& p_name,const StringName& p_type,const Ref<Texture>& p_icon);
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Ref<Texture> get_icon(const StringName& p_name,const StringName& p_type) const;
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bool has_icon(const StringName& p_name,const StringName& p_type) const;
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void clear_icon(const StringName& p_name,const StringName& p_type);
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void get_icon_list(StringName p_type, List<StringName> *p_list) const;
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2015-12-20 21:21:53 +00:00
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void set_shader(const StringName& p_name,const StringName& p_type,const Ref<Shader>& p_shader);
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Ref<Shader> get_shader(const StringName& p_name,const StringName& p_type) const;
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bool has_shader(const StringName& p_name,const StringName& p_type) const;
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void clear_shader(const StringName& p_name,const StringName& p_type);
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void get_shader_list(const StringName& p_name, List<StringName> *p_list) const;
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2014-02-10 01:10:30 +00:00
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void set_stylebox(const StringName& p_name,const StringName& p_type,const Ref<StyleBox>& p_style);
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Ref<StyleBox> get_stylebox(const StringName& p_name,const StringName& p_type) const;
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bool has_stylebox(const StringName& p_name,const StringName& p_type) const;
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void clear_stylebox(const StringName& p_name,const StringName& p_type);
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void get_stylebox_list(StringName p_type, List<StringName> *p_list) const;
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void get_stylebox_types(List<StringName> *p_list) const;
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void set_font(const StringName& p_name,const StringName& p_type,const Ref<Font>& p_font);
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Ref<Font> get_font(const StringName& p_name,const StringName& p_type) const;
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bool has_font(const StringName& p_name,const StringName& p_type) const;
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void clear_font(const StringName& p_name,const StringName& p_type);
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void get_font_list(StringName p_type, List<StringName> *p_list) const;
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void set_color(const StringName& p_name,const StringName& p_type,const Color& p_color);
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Color get_color(const StringName& p_name,const StringName& p_type) const;
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bool has_color(const StringName& p_name,const StringName& p_type) const;
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void clear_color(const StringName& p_name,const StringName& p_type);
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void get_color_list(StringName p_type, List<StringName> *p_list) const;
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void set_constant(const StringName& p_name,const StringName& p_type,int p_constant);
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int get_constant(const StringName& p_name,const StringName& p_type) const;
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bool has_constant(const StringName& p_name,const StringName& p_type) const;
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void clear_constant(const StringName& p_name,const StringName& p_type);
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void get_constant_list(StringName p_type, List<StringName> *p_list) const;
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void get_type_list(List<StringName> *p_list) const;
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void copy_default_theme();
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Theme();
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~Theme();
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};
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class ResourceFormatLoaderTheme : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String& p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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#endif
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