godot/scene/gui/color_picker.h

200 lines
6.4 KiB
C++

/*************************************************************************/
/* color_picker.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 COLOR_PICKER_H
#define COLOR_PICKER_H
#include "scene/gui/aspect_ratio_container.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/check_button.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/separator.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/texture_rect.h"
class ColorPicker : public BoxContainer {
GDCLASS(ColorPicker, BoxContainer);
public:
enum PickerShapeType {
SHAPE_HSV_RECTANGLE,
SHAPE_HSV_WHEEL,
SHAPE_VHS_CIRCLE,
SHAPE_MAX
};
private:
Control *screen = nullptr;
Control *uv_edit = memnew(Control);
Control *w_edit = memnew(Control);
AspectRatioContainer *wheel_edit = memnew(AspectRatioContainer);
Ref<ShaderMaterial> wheel_mat;
Ref<ShaderMaterial> circle_mat;
Control *wheel = memnew(Control);
Control *wheel_uv = memnew(Control);
TextureRect *sample = memnew(TextureRect);
TextureRect *preset = memnew(TextureRect);
HBoxContainer *preset_container = memnew(HBoxContainer);
HBoxContainer *preset_container2 = memnew(HBoxContainer);
HSeparator *preset_separator = memnew(HSeparator);
Button *bt_add_preset = memnew(Button);
List<Color> presets;
Button *btn_pick = memnew(Button);
CheckButton *btn_hsv = memnew(CheckButton);
CheckButton *btn_raw = memnew(CheckButton);
HSlider *scroll[4];
SpinBox *values[4];
Label *labels[4];
Button *text_type = memnew(Button);
LineEdit *c_text = memnew(LineEdit);
bool edit_alpha = true;
Size2i ms;
bool text_is_constructor = false;
int presets_per_row = 0;
PickerShapeType picker_type = SHAPE_HSV_WHEEL;
Color color;
bool raw_mode_enabled = false;
bool hsv_mode_enabled = false;
bool deferred_mode_enabled = false;
bool updating = true;
bool changing_color = false;
bool spinning = false;
bool presets_enabled = true;
bool presets_visible = true;
float h = 0.0;
float s = 0.0;
float v = 0.0;
Color last_hsv;
void _html_entered(const String &p_html);
void _value_changed(double);
void _update_controls();
void _update_color(bool p_update_sliders = true);
void _update_presets();
void _update_text_value();
void _text_type_toggled();
void _sample_draw();
void _hsv_draw(int p_which, Control *c);
void _slider_draw(int p_which);
void _uv_input(const Ref<InputEvent> &p_event, Control *c);
void _w_input(const Ref<InputEvent> &p_event);
void _preset_input(const Ref<InputEvent> &p_event);
void _screen_input(const Ref<InputEvent> &p_event);
void _add_preset_pressed();
void _screen_pick_pressed();
void _focus_enter();
void _focus_exit();
void _html_focus_exit();
protected:
void _notification(int);
static void _bind_methods();
public:
void set_edit_alpha(bool p_show);
bool is_editing_alpha() const;
void _set_pick_color(const Color &p_color, bool p_update_sliders);
void set_pick_color(const Color &p_color);
Color get_pick_color() const;
void set_picker_shape(PickerShapeType p_picker_type);
PickerShapeType get_picker_shape() const;
void add_preset(const Color &p_color);
void erase_preset(const Color &p_color);
PackedColorArray get_presets() const;
void set_hsv_mode(bool p_enabled);
bool is_hsv_mode() const;
void set_raw_mode(bool p_enabled);
bool is_raw_mode() const;
void set_deferred_mode(bool p_enabled);
bool is_deferred_mode() const;
void set_presets_enabled(bool p_enabled);
bool are_presets_enabled() const;
void set_presets_visible(bool p_visible);
bool are_presets_visible() const;
void set_focus_on_line_edit();
ColorPicker();
};
class ColorPickerButton : public Button {
GDCLASS(ColorPickerButton, Button);
// Initialization is now done deferred,
// this improves performance in the inspector as the color picker
// can be expensive to initialize.
PopupPanel *popup = nullptr;
ColorPicker *picker = nullptr;
Color color;
bool edit_alpha = true;
void _color_changed(const Color &p_color);
void _modal_closed();
virtual void pressed() override;
void _update_picker();
protected:
void _notification(int);
static void _bind_methods();
public:
void set_pick_color(const Color &p_color);
Color get_pick_color() const;
void set_edit_alpha(bool p_show);
bool is_editing_alpha() const;
ColorPicker *get_picker();
PopupPanel *get_popup();
ColorPickerButton();
};
VARIANT_ENUM_CAST(ColorPicker::PickerShapeType);
#endif // COLOR_PICKER_H