a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
278 lines
8.1 KiB
C++
278 lines
8.1 KiB
C++
/*************************************************************************/
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/* style_box.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 STYLE_BOX_H
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#define STYLE_BOX_H
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#include "core/resource.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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class CanvasItem;
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class StyleBox : public Resource {
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GDCLASS(StyleBox, Resource);
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RES_BASE_EXTENSION("stylebox");
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OBJ_SAVE_TYPE(StyleBox);
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float margin[4];
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protected:
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virtual float get_style_margin(Margin p_margin) const = 0;
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static void _bind_methods();
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public:
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virtual bool test_mask(const Point2 &p_point, const Rect2 &p_rect) const;
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void set_default_margin(Margin p_margin, float p_value);
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float get_default_margin(Margin p_margin) const;
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float get_margin(Margin p_margin) const;
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virtual Size2 get_center_size() const;
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virtual Rect2 get_draw_rect(const Rect2 &p_rect) const;
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const = 0;
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CanvasItem *get_current_item_drawn() const;
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Size2 get_minimum_size() const;
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Point2 get_offset() const;
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StyleBox();
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};
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class StyleBoxEmpty : public StyleBox {
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GDCLASS(StyleBoxEmpty, StyleBox);
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virtual float get_style_margin(Margin p_margin) const { return 0; }
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public:
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const {}
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StyleBoxEmpty() {}
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};
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class StyleBoxTexture : public StyleBox {
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GDCLASS(StyleBoxTexture, StyleBox);
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public:
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enum AxisStretchMode {
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AXIS_STRETCH_MODE_STRETCH,
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AXIS_STRETCH_MODE_TILE,
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AXIS_STRETCH_MODE_TILE_FIT,
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};
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private:
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float expand_margin[4];
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float margin[4];
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Rect2 region_rect;
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Ref<Texture> texture;
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Ref<Texture> normal_map;
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bool draw_center;
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Color modulate;
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AxisStretchMode axis_h;
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AxisStretchMode axis_v;
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protected:
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virtual float get_style_margin(Margin p_margin) const;
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static void _bind_methods();
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public:
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void set_expand_margin_size(Margin p_expand_margin, float p_size);
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void set_expand_margin_size_all(float p_expand_margin_size);
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void set_expand_margin_size_individual(float p_left, float p_top, float p_right, float p_bottom);
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float get_expand_margin_size(Margin p_expand_margin) const;
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void set_margin_size(Margin p_margin, float p_size);
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float get_margin_size(Margin p_margin) const;
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void set_region_rect(const Rect2 &p_region_rect);
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Rect2 get_region_rect() const;
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void set_texture(Ref<Texture> p_texture);
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Ref<Texture> get_texture() const;
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void set_normal_map(Ref<Texture> p_normal_map);
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Ref<Texture> get_normal_map() const;
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void set_draw_center(bool p_enabled);
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bool is_draw_center_enabled() const;
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virtual Size2 get_center_size() const;
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void set_h_axis_stretch_mode(AxisStretchMode p_mode);
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AxisStretchMode get_h_axis_stretch_mode() const;
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void set_v_axis_stretch_mode(AxisStretchMode p_mode);
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AxisStretchMode get_v_axis_stretch_mode() const;
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void set_modulate(const Color &p_modulate);
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Color get_modulate() const;
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virtual Rect2 get_draw_rect(const Rect2 &p_rect) const;
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const;
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StyleBoxTexture();
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~StyleBoxTexture();
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};
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VARIANT_ENUM_CAST(StyleBoxTexture::AxisStretchMode)
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class StyleBoxFlat : public StyleBox {
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GDCLASS(StyleBoxFlat, StyleBox);
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Color bg_color;
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Color shadow_color;
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Color border_color;
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int border_width[4];
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int expand_margin[4];
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int corner_radius[4];
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bool draw_center;
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bool blend_border;
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bool anti_aliased;
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int corner_detail;
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int shadow_size;
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Point2 shadow_offset;
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int aa_size;
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protected:
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virtual float get_style_margin(Margin p_margin) const;
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static void _bind_methods();
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public:
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//Color
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void set_bg_color(const Color &p_color);
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Color get_bg_color() const;
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//Border Color
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void set_border_color(const Color &p_color);
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Color get_border_color() const;
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//BORDER
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//width
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void set_border_width_all(int p_size);
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int get_border_width_min() const;
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void set_border_width(Margin p_margin, int p_width);
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int get_border_width(Margin p_margin) const;
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//blend
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void set_border_blend(bool p_blend);
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bool get_border_blend() const;
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//CORNER
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void set_corner_radius_all(int radius);
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void set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_botton_right, const int radius_bottom_left);
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int get_corner_radius_min() const;
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void set_corner_radius(Corner p_corner, const int radius);
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int get_corner_radius(Corner p_corner) const;
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void set_corner_detail(const int &p_corner_detail);
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int get_corner_detail() const;
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//EXPANDS
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void set_expand_margin_size(Margin p_expand_margin, float p_size);
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void set_expand_margin_size_all(float p_expand_margin_size);
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void set_expand_margin_size_individual(float p_left, float p_top, float p_right, float p_bottom);
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float get_expand_margin_size(Margin p_expand_margin) const;
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//DRAW CENTER
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void set_draw_center(bool p_enabled);
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bool is_draw_center_enabled() const;
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//SHADOW
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void set_shadow_color(const Color &p_color);
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Color get_shadow_color() const;
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void set_shadow_size(const int &p_size);
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int get_shadow_size() const;
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void set_shadow_offset(const Point2 &p_offset);
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Point2 get_shadow_offset() const;
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//ANTI_ALIASING
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void set_anti_aliased(const bool &p_anti_aliased);
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bool is_anti_aliased() const;
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//tempAA
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void set_aa_size(const int &p_aa_size);
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int get_aa_size() const;
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virtual Size2 get_center_size() const;
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virtual Rect2 get_draw_rect(const Rect2 &p_rect) const;
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const;
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StyleBoxFlat();
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~StyleBoxFlat();
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};
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// just used to draw lines.
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class StyleBoxLine : public StyleBox {
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GDCLASS(StyleBoxLine, StyleBox);
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Color color;
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int thickness;
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bool vertical;
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float grow_begin;
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float grow_end;
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protected:
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virtual float get_style_margin(Margin p_margin) const;
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static void _bind_methods();
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public:
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_thickness(int p_thickness);
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int get_thickness() const;
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void set_vertical(bool p_vertical);
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bool is_vertical() const;
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void set_grow_begin(float p_grow);
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float get_grow_begin() const;
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void set_grow_end(float p_grow);
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float get_grow_end() const;
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virtual Size2 get_center_size() const;
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virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const;
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StyleBoxLine();
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~StyleBoxLine();
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};
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#endif
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