godot/scene/gui/color_picker.h
Hugo Locurcio a06f82ca4d
Add optional constructor arguments to more Control nodes
This can be used to make editor code more compact.
However, as of writing, these constructor arguments cannot be used
from the scripting API.

This was already provided for Label and CheckBox, but it was missing
for other Control nodes where it made sense to provide a default value.
2022-03-04 09:48:41 +01:00

239 lines
7.3 KiB
C++

/*************************************************************************/
/* color_picker.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/grid_container.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 ColorPresetButton : public BaseButton {
GDCLASS(ColorPresetButton, BaseButton);
Color preset_color;
protected:
void _notification(int);
public:
void set_preset_color(const Color &p_color);
Color get_preset_color() const;
ColorPresetButton(Color p_color);
~ColorPresetButton();
};
class ColorPicker : public BoxContainer {
GDCLASS(ColorPicker, BoxContainer);
public:
enum PickerShapeType {
SHAPE_HSV_RECTANGLE,
SHAPE_HSV_WHEEL,
SHAPE_VHS_CIRCLE,
SHAPE_MAX
};
private:
static Ref<Shader> wheel_shader;
static Ref<Shader> circle_shader;
static List<Color> preset_cache;
Control *screen = nullptr;
Control *uv_edit = memnew(Control);
Control *w_edit = memnew(Control);
AspectRatioContainer *wheel_edit = memnew(AspectRatioContainer);
MarginContainer *wheel_margin = memnew(MarginContainer);
Ref<ShaderMaterial> wheel_mat;
Ref<ShaderMaterial> circle_mat;
Control *wheel = memnew(Control);
Control *wheel_uv = memnew(Control);
TextureRect *sample = memnew(TextureRect);
GridContainer *preset_container = memnew(GridContainer);
HSeparator *preset_separator = memnew(HSeparator);
Button *btn_add_preset = memnew(Button);
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;
PickerShapeType picker_type = SHAPE_HSV_WHEEL;
const int preset_column_count = 9;
int prev_preset_size = 0;
List<Color> presets;
Color color;
Color old_color;
bool display_old_color = false;
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_submitted(const String &p_html);
void _value_changed(double);
void _update_controls();
void _update_color(bool p_update_sliders = true);
void _update_text_value();
void _text_type_toggled();
void _sample_input(const Ref<InputEvent> &p_event);
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, const Color &p_color);
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();
inline int _get_preset_size();
void _add_preset_button(int p_size, const Color &p_color);
protected:
void _notification(int);
static void _bind_methods();
public:
static void init_shaders();
static void finish_shaders();
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_old_color(const Color &p_color);
void set_display_old_color(bool p_enabled);
bool is_displaying_old_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 _update_presets();
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 _about_to_popup();
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(const String &p_text = String());
};
VARIANT_ENUM_CAST(ColorPicker::PickerShapeType);
#endif // COLOR_PICKER_H