godot/scene/gui/popup_menu.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

166 lines
6.0 KiB
C++

/*************************************************************************/
/* popup_menu.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef POPUP_MENU_H
#define POPUP_MENU_H
#include "scene/gui/popup.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class PopupMenu : public Popup {
OBJ_TYPE(PopupMenu, Popup );
struct Item {
Ref<Texture> icon;
String text;
bool checked;
bool checkable;
bool separator;
bool disabled;
int ID;
Variant metadata;
String submenu;
String tooltip;
uint32_t accel;
int _ofs_cache;
Ref<ShortCut> shortcut;
Item() { checked=false; checkable=false; separator=false; accel=0; disabled=false; _ofs_cache=0; }
};
Timer *submenu_timer;
List<Rect2> autohide_areas;
Vector<Item> items;
int mouse_over;
int submenu_over;
Rect2 parent_rect;
String _get_accel_text(int p_item) const;
int _get_mouse_over(const Point2& p_over) const;
virtual Size2 get_minimum_size() const;
void _input_event(const InputEvent &p_event);
void _activate_submenu(int over);
void _submenu_timeout();
bool invalidated_click;
bool hide_on_item_selection;
Vector2 moved;
Array _get_items() const;
void _set_items(const Array& p_items);
Map< Ref<ShortCut>, int> shortcut_refcount;
void _ref_shortcut(Ref<ShortCut> p_sc);
void _unref_shortcut( Ref<ShortCut> p_sc);
protected:
virtual bool has_point(const Point2& p_point) const;
friend class MenuButton;
void _notification(int p_what);
static void _bind_methods();
public:
void add_icon_item(const Ref<Texture>& p_icon,const String& p_label,int p_ID=-1,uint32_t p_accel=0);
void add_item(const String& p_label,int p_ID=-1,uint32_t p_accel=0);
void add_icon_check_item(const Ref<Texture>& p_icon,const String& p_label,int p_ID=-1,uint32_t p_accel=0);
void add_check_item(const String& p_label,int p_ID=-1,uint32_t p_accel=0);
void add_submenu_item(const String& p_label,const String& p_submenu, int p_ID=-1);
void add_icon_shortcut(const Ref<Texture>& p_icon,const Ref<ShortCut>& p_shortcut,int p_ID=-1);
void add_shortcut(const Ref<ShortCut>& p_shortcut,int p_ID=-1);
void add_icon_check_shortcut(const Ref<Texture>& p_icon,const Ref<ShortCut>& p_shortcut,int p_ID=-1);
void add_check_shortcut(const Ref<ShortCut>& p_shortcut,int p_ID=-1);
void set_item_text(int p_idx,const String& p_text);
void set_item_icon(int p_idx,const Ref<Texture>& p_icon);
void set_item_checked(int p_idx,bool p_checked);
void set_item_ID(int p_idx,int p_ID);
void set_item_accelerator(int p_idx,uint32_t p_accel);
void set_item_metadata(int p_idx,const Variant& p_meta);
void set_item_disabled(int p_idx,bool p_disabled);
void set_item_submenu(int p_idx, const String& p_submenu);
void set_item_as_separator(int p_idx, bool p_separator);
void set_item_as_checkable(int p_idx, bool p_checkable);
void set_item_tooltip(int p_idx,const String& p_tooltip);
void set_item_shortcut(int p_idx, const Ref<ShortCut>& p_shortcut);
void toggle_item_checked(int p_idx);
String get_item_text(int p_idx) const;
Ref<Texture> get_item_icon(int p_idx) const;
bool is_item_checked(int p_idx) const;
int get_item_ID(int p_idx) const;
int get_item_index(int p_ID) const;
uint32_t get_item_accelerator(int p_idx) const;
Variant get_item_metadata(int p_idx) const;
bool is_item_disabled(int p_idx) const;
String get_item_submenu(int p_ID) const;
bool is_item_separator(int p_idx) const;
bool is_item_checkable(int p_idx) const;
String get_item_tooltip(int p_idx) const;
Ref<ShortCut> get_item_shortcut(int p_idx) const;
int get_item_count() const;
bool activate_item_by_event(const InputEvent& p_event);
void activate_item(int p_item);
void remove_item(int p_idx);
void add_separator();
void clear();
void set_parent_rect(const Rect2& p_rect);
virtual String get_tooltip(const Point2& p_pos) const;
virtual void get_translatable_strings(List<String> *p_strings) const;
void add_autohide_area(const Rect2& p_area);
void clear_autohide_areas();
void set_invalidate_click_until_motion();
void set_hide_on_item_selection(bool p_enabled);
bool is_hide_on_item_selection();
PopupMenu();
~PopupMenu();
};
#endif