godot/scene/resources/style_box.h

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/**************************************************************************/
/* style_box.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 STYLE_BOX_H
#define STYLE_BOX_H
#include "core/io/resource.h"
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#include "scene/resources/texture.h"
#include "servers/rendering_server.h"
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class CanvasItem;
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class StyleBox : public Resource {
GDCLASS(StyleBox, Resource);
RES_BASE_EXTENSION("stylebox");
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OBJ_SAVE_TYPE(StyleBox);
float content_margin[4];
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protected:
virtual float get_style_margin(Side p_side) const { return 0; }
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static void _bind_methods();
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GDVIRTUAL2C(_draw, RID, Rect2)
GDVIRTUAL1RC(Rect2, _get_draw_rect, Rect2)
GDVIRTUAL0RC(Size2, _get_minimum_size)
GDVIRTUAL2RC(bool, _test_mask, Point2, Rect2)
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public:
virtual Size2 get_minimum_size() const;
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void set_content_margin(Side p_side, float p_value);
void set_content_margin_all(float p_value);
void set_content_margin_individual(float p_left, float p_top, float p_right, float p_bottom);
float get_content_margin(Side p_side) const;
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float get_margin(Side p_side) const;
Point2 get_offset() const;
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const;
virtual Rect2 get_draw_rect(const Rect2 &p_rect) const;
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CanvasItem *get_current_item_drawn() const;
virtual bool test_mask(const Point2 &p_point, const Rect2 &p_rect) const;
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StyleBox();
};
class StyleBoxEmpty : public StyleBox {
GDCLASS(StyleBoxEmpty, StyleBox);
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virtual float get_style_margin(Side p_side) const override { return 0; }
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public:
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override {}
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StyleBoxEmpty() {}
};
class StyleBoxTexture : public StyleBox {
GDCLASS(StyleBoxTexture, StyleBox);
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public:
enum AxisStretchMode {
AXIS_STRETCH_MODE_STRETCH,
AXIS_STRETCH_MODE_TILE,
AXIS_STRETCH_MODE_TILE_FIT,
};
private:
float expand_margin[4] = {};
float texture_margin[4] = {};
Rect2 region_rect;
Ref<Texture2D> texture;
bool draw_center = true;
Color modulate = Color(1, 1, 1, 1);
AxisStretchMode axis_h = AXIS_STRETCH_MODE_STRETCH;
AxisStretchMode axis_v = AXIS_STRETCH_MODE_STRETCH;
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protected:
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virtual float get_style_margin(Side p_side) const override;
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static void _bind_methods();
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public:
void set_expand_margin(Side p_expand_side, float p_size);
void set_expand_margin_all(float p_expand_margin_size);
void set_expand_margin_individual(float p_left, float p_top, float p_right, float p_bottom);
float get_expand_margin(Side p_expand_side) const;
void set_texture_margin(Side p_side, float p_size);
void set_texture_margin_all(float p_size);
void set_texture_margin_individual(float p_left, float p_top, float p_right, float p_bottom);
float get_texture_margin(Side p_side) const;
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void set_region_rect(const Rect2 &p_region_rect);
Rect2 get_region_rect() const;
void set_texture(Ref<Texture2D> p_texture);
Ref<Texture2D> get_texture() const;
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void set_draw_center(bool p_enabled);
bool is_draw_center_enabled() const;
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void set_h_axis_stretch_mode(AxisStretchMode p_mode);
AxisStretchMode get_h_axis_stretch_mode() const;
void set_v_axis_stretch_mode(AxisStretchMode p_mode);
AxisStretchMode get_v_axis_stretch_mode() const;
void set_modulate(const Color &p_modulate);
Color get_modulate() const;
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virtual Rect2 get_draw_rect(const Rect2 &p_rect) const override;
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override;
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StyleBoxTexture();
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~StyleBoxTexture();
};
VARIANT_ENUM_CAST(StyleBoxTexture::AxisStretchMode)
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class StyleBoxFlat : public StyleBox {
GDCLASS(StyleBoxFlat, StyleBox);
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Color bg_color = Color(0.6, 0.6, 0.6);
Color shadow_color = Color(0, 0, 0, 0.6);
Color border_color = Color(0.8, 0.8, 0.8);
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real_t border_width[4] = {};
real_t expand_margin[4] = {};
real_t corner_radius[4] = {};
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bool draw_center = true;
bool blend_border = false;
Vector2 skew;
bool anti_aliased = true;
int corner_detail = 8;
int shadow_size = 0;
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Point2 shadow_offset;
real_t aa_size = 1;
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protected:
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virtual float get_style_margin(Side p_side) const override;
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static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
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public:
void set_bg_color(const Color &p_color);
Color get_bg_color() const;
void set_border_color(const Color &p_color);
Color get_border_color() const;
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void set_border_width_all(int p_size);
int get_border_width_min() const;
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void set_border_width(Side p_side, int p_width);
int get_border_width(Side p_side) const;
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void set_border_blend(bool p_blend);
bool get_border_blend() const;
void set_corner_radius_all(int radius);
void set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_bottom_right, const int radius_bottom_left);
void set_corner_radius(Corner p_corner, const int radius);
int get_corner_radius(Corner p_corner) const;
void set_corner_detail(const int &p_corner_detail);
int get_corner_detail() const;
void set_expand_margin(Side p_expand_side, float p_size);
void set_expand_margin_all(float p_expand_margin_size);
void set_expand_margin_individual(float p_left, float p_top, float p_right, float p_bottom);
float get_expand_margin(Side p_expand_side) const;
void set_draw_center(bool p_enabled);
bool is_draw_center_enabled() const;
void set_skew(Vector2 p_skew);
Vector2 get_skew() const;
void set_shadow_color(const Color &p_color);
Color get_shadow_color() const;
void set_shadow_size(const int &p_size);
int get_shadow_size() const;
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void set_shadow_offset(const Point2 &p_offset);
Point2 get_shadow_offset() const;
void set_anti_aliased(const bool &p_anti_aliased);
bool is_anti_aliased() const;
void set_aa_size(const real_t p_aa_size);
real_t get_aa_size() const;
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virtual Rect2 get_draw_rect(const Rect2 &p_rect) const override;
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override;
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StyleBoxFlat();
~StyleBoxFlat();
};
// Just used to draw lines.
class StyleBoxLine : public StyleBox {
GDCLASS(StyleBoxLine, StyleBox);
Color color;
int thickness = 1;
bool vertical = false;
float grow_begin = 1.0;
float grow_end = 1.0;
protected:
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virtual float get_style_margin(Side p_side) const override;
static void _bind_methods();
public:
void set_color(const Color &p_color);
Color get_color() const;
void set_thickness(int p_thickness);
int get_thickness() const;
void set_vertical(bool p_vertical);
bool is_vertical() const;
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void set_grow_begin(float p_grow);
float get_grow_begin() const;
void set_grow_end(float p_grow);
float get_grow_end() const;
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override;
StyleBoxLine();
~StyleBoxLine();
};
#endif // STYLE_BOX_H