godot/editor/editor_themes.h

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/**************************************************************************/
/* editor_themes.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. */
/**************************************************************************/
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#ifndef EDITOR_THEMES_H
#define EDITOR_THEMES_H
#include "scene/resources/texture.h"
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#include "scene/resources/theme.h"
// The default icon theme is designed to be used for a dark theme. This map stores
// Color values to convert to other colors for better readability on a light theme.
class EditorColorMap {
// Godot Color values are used to avoid the ambiguity of strings
// (where "#ffffff", "fff", and "white" are all equivalent).
static HashMap<Color, Color> color_conversion_map;
// The names of the icons to never convert, even if one of their colors
// are contained in the color map from above.
static HashSet<StringName> color_conversion_exceptions;
public:
static void add_conversion_color_pair(const String p_from_color, const String p_to_color);
static void add_conversion_exception(const StringName &p_icon_name);
static HashMap<Color, Color> &get_color_conversion_map() { return color_conversion_map; };
static HashSet<StringName> &get_color_conversion_exceptions() { return color_conversion_exceptions; };
static void create();
static void finish();
};
class EditorTheme : public Theme {
GDCLASS(EditorTheme, Theme);
static Vector<StringName> editor_theme_types;
public:
virtual Color get_color(const StringName &p_name, const StringName &p_theme_type) const override;
virtual int get_constant(const StringName &p_name, const StringName &p_theme_type) const override;
virtual Ref<Font> get_font(const StringName &p_name, const StringName &p_theme_type) const override;
virtual int get_font_size(const StringName &p_name, const StringName &p_theme_type) const override;
virtual Ref<Texture2D> get_icon(const StringName &p_name, const StringName &p_theme_type) const override;
virtual Ref<StyleBox> get_stylebox(const StringName &p_name, const StringName &p_theme_type) const override;
static void initialize();
static void finalize();
};
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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);
String get_default_project_icon();
#endif // EDITOR_THEMES_H