e9bbb97acc
-ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
/*************************************************************************/
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/* tabs.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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 TABS_H
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#define TABS_H
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#include "scene/gui/control.h"
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class Tabs : public Control {
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OBJ_TYPE( Tabs, Control );
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public:
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enum TabAlign {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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private:
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struct Tab {
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String text;
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Ref<Texture> icon;
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int ofs_cache;
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int size_cache;
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};
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Vector<Tab> tabs;
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int current;
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Control *_get_tab(int idx) const;
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int _get_top_margin() const;
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TabAlign tab_align;
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protected:
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void _input_event(const InputEvent& p_event);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_tab(const String& p_str="",const Ref<Texture>& p_icon=Ref<Texture>());
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void set_tab_title(int p_tab,const String& p_title);
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String get_tab_title(int p_tab) const;
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void set_tab_icon(int p_tab,const Ref<Texture>& p_icon);
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Ref<Texture> get_tab_icon(int p_tab) const;
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void set_tab_align(TabAlign p_align);
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TabAlign get_tab_align() const;
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int get_tab_count() const;
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void set_current_tab(int p_current);
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int get_current_tab() const;
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void remove_tab(int p_idx);
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void clear_tabs();
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Size2 get_minimum_size() const;
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Tabs();
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};
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VARIANT_ENUM_CAST(Tabs::TabAlign);
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#endif // TABS_H
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