godot/scene/gui/control.h

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/*************************************************************************/
/* control.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 CONTROL_H
#define CONTROL_H
#include "scene/main/node.h"
#include "scene/resources/theme.h"
#include "scene/main/timer.h"
#include "scene/2d/canvas_item.h"
#include "math_2d.h"
#include "rid.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Viewport;
class Label;
class Panel;
class Control : public CanvasItem {
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OBJ_TYPE( Control, CanvasItem );
OBJ_CATEGORY("GUI Nodes");
public:
enum AnchorType {
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ANCHOR_BEGIN,
ANCHOR_END,
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ANCHOR_RATIO,
ANCHOR_CENTER,
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};
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enum FocusMode {
FOCUS_NONE,
FOCUS_CLICK,
FOCUS_ALL
};
enum SizeFlags {
SIZE_EXPAND=1,
SIZE_FILL=2,
SIZE_EXPAND_FILL=SIZE_EXPAND|SIZE_FILL
};
enum CursorShape {
CURSOR_ARROW,
CURSOR_IBEAM,
CURSOR_POINTING_HAND,
CURSOR_CROSS,
CURSOR_WAIT,
CURSOR_BUSY,
CURSOR_DRAG,
CURSOR_CAN_DROP,
CURSOR_FORBIDDEN,
CURSOR_VSIZE,
CURSOR_HSIZE,
CURSOR_BDIAGSIZE,
CURSOR_FDIAGSIZE,
CURSOR_MOVE,
CURSOR_VSPLIT,
CURSOR_HSPLIT,
CURSOR_HELP,
CURSOR_MAX
};
private:
struct CComparator {
bool operator()(const Control* p_a, const Control* p_b) const {
if (p_a->get_canvas_layer()==p_b->get_canvas_layer())
return p_b->is_greater_than(p_a);
else
return p_a->get_canvas_layer() < p_b->get_canvas_layer();
}
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};
struct Data {
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Point2 pos_cache;
Size2 size_cache;
float margin[4];
AnchorType anchor[4];
FocusMode focus_mode;
float rotation;
Vector2 scale;
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bool pending_resize;
int h_size_flags;
int v_size_flags;
float expand;
bool pending_min_size_update;
Point2 custom_minimum_size;
bool ignore_mouse;
bool stop_mouse;
Control *parent;
bool modal;
bool modal_exclusive;
Ref<Theme> theme;
Control *theme_owner;
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String tooltip;
CursorShape default_cursor;
List<Control*>::Element *MI; //modal item
List<Control*>::Element *SI;
List<Control*>::Element *RI;
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CanvasItem *parent_canvas_item;
ObjectID modal_prev_focus_owner;
NodePath focus_neighbour[4];
HashMap<StringName, Ref<Texture>, StringNameHasher > icon_override;
HashMap<StringName, Ref<Shader>, StringNameHasher > shader_override;
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HashMap<StringName, Ref<StyleBox>, StringNameHasher > style_override;
HashMap<StringName, Ref<Font>, StringNameHasher > font_override;
HashMap<StringName, Color, StringNameHasher > color_override;
HashMap<StringName, int, StringNameHasher > constant_override;
} data;
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// used internally
Control* _find_control_at_pos(CanvasItem* p_node,const Point2& p_pos,const Matrix32& p_xform,Matrix32& r_inv_xform);
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);
Control *_get_focus_neighbour(Margin p_margin,int p_count=0);
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float _get_parent_range(int p_idx) const;
float _get_range(int p_idx) const;
float _s2a(float p_val, AnchorType p_anchor,float p_range) const;
float _a2s(float p_val, AnchorType p_anchor,float p_range) const;
void _propagate_theme_changed(Control *p_owner);
void _change_notify_margins();
void _update_minimum_size();
void _update_scroll();
void _resize(const Size2& p_size);
void _size_changed();
String _get_tooltip() const;
void _set_rotation_deg(float p_rot);
float _get_rotation_deg() const;
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friend class Viewport;
void _modal_stack_remove();
void _modal_set_prev_focus_owner(ObjectID p_prev);
protected:
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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);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _notification(int p_notification);
static void _bind_methods();
//bind helpers
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public:
enum {
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/* NOTIFICATION_DRAW=30,
NOTIFICATION_VISIBILITY_CHANGED=38*/
NOTIFICATION_RESIZED=40,
NOTIFICATION_MOUSE_ENTER=41,
NOTIFICATION_MOUSE_EXIT=42,
NOTIFICATION_FOCUS_ENTER=43,
NOTIFICATION_FOCUS_EXIT=44,
NOTIFICATION_THEME_CHANGED=45,
NOTIFICATION_MODAL_CLOSE=46,
};
virtual Variant edit_get_state() const;
virtual void edit_set_state(const Variant& p_state);
virtual void edit_set_rect(const Rect2& p_edit_rect);
virtual Size2 edit_get_minimum_size() const;
void accept_event();
virtual Size2 get_minimum_size() const;
virtual Size2 get_combined_minimum_size() const;
virtual bool has_point(const Point2& p_point) const;
virtual bool clips_input() const;
virtual Variant get_drag_data(const Point2& p_point);
virtual bool can_drop_data(const Point2& p_point,const Variant& p_data) const;
virtual void drop_data(const Point2& p_point,const Variant& p_data);
void set_drag_preview(Control *p_control);
void force_drag(const Variant& p_data,Control *p_control);
void set_custom_minimum_size(const Size2& p_custom);
Size2 get_custom_minimum_size() const;
bool is_window_modal_on_top() const;
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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);
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
void set_end(const Point2& p_point); // helper
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float get_margin(Margin p_margin) const;
Point2 get_begin() const;
Point2 get_end() const;
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void set_pos(const Point2& p_point);
void set_size(const Size2& p_size);
void set_global_pos(const Point2& p_point);
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Point2 get_pos() const;
Point2 get_global_pos() const;
Size2 get_size() const;
Rect2 get_rect() const;
Rect2 get_global_rect() const;
Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the visual server
void set_rotation(float p_rotation);
float get_rotation() const;
void set_scale(const Vector2& p_scale);
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);
void set_theme(const Ref<Theme>& p_theme);
Ref<Theme> get_theme() const;
void set_h_size_flags(int p_flags);
int get_h_size_flags() const;
void set_v_size_flags(int p_flags);
int get_v_size_flags() const;
void set_stretch_ratio(float p_ratio);
float get_stretch_ratio() const;
void minimum_size_changed();
/* FOCUS */
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void set_focus_mode(FocusMode p_focus_mode);
FocusMode get_focus_mode() const;
bool has_focus() const;
void grab_focus();
void release_focus();
Control *find_next_valid_focus() const;
Control *find_prev_valid_focus() const;
void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour);
NodePath get_focus_neighbour(Margin p_margin) const;
Control *get_focus_owner() const;
void set_ignore_mouse(bool p_ignore);
bool is_ignoring_mouse() const;
void set_stop_mouse(bool p_stop);
bool is_stopping_mouse() const;
/* SKINNING */
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void add_icon_override(const StringName& p_name, const Ref<Texture>& p_icon);
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);
void add_font_override(const StringName& p_name, const Ref<Font>& p_font);
void add_color_override(const StringName& p_name, const Color& p_color);
void add_constant_override(const StringName& p_name, int p_constant);
Ref<Texture> get_icon(const StringName& p_name,const StringName& p_type=StringName()) const;
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;
Ref<Font> get_font(const StringName& p_name,const StringName& p_type=StringName()) const;
Color get_color(const StringName& p_name,const StringName& p_type=StringName()) const;
int get_constant(const StringName& p_name,const StringName& p_type=StringName()) const;
bool has_icon(const StringName& p_name,const StringName& p_type=StringName()) const;
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;
bool has_font(const StringName& p_name,const StringName& p_type=StringName()) const;
bool has_color(const StringName& p_name,const StringName& p_type=StringName()) const;
bool has_constant(const StringName& p_name,const StringName& p_type=StringName()) const;
/* TOOLTIP */
void set_tooltip(const String& p_tooltip);
virtual String get_tooltip(const Point2& p_pos) const;
/* CURSOR */
void set_default_cursor_shape(CursorShape p_shape);
CursorShape get_default_cursor_shape() const;
virtual CursorShape get_cursor_shape(const Point2& p_pos=Point2i()) const;
virtual Rect2 get_item_rect() const;
virtual Matrix32 get_transform() const;
bool is_toplevel_control() const;
Size2 get_parent_area_size() const;
void grab_click_focus();
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;
Control();
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~Control();
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};
VARIANT_ENUM_CAST(Control::AnchorType);
VARIANT_ENUM_CAST(Control::FocusMode);
VARIANT_ENUM_CAST(Control::SizeFlags);
VARIANT_ENUM_CAST(Control::CursorShape);
#endif