d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
209 lines
6.0 KiB
C++
209 lines
6.0 KiB
C++
/*************************************************************************/
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/* item_list.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) 2007-2017 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 ITEMLIST_H
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#define ITEMLIST_H
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#include "scene/gui/control.h"
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#include "scene/gui/scroll_bar.h"
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class ItemList : public Control {
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OBJ_TYPE( ItemList, Control );
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public:
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enum IconMode {
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ICON_MODE_TOP,
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ICON_MODE_LEFT
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};
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enum SelectMode {
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SELECT_SINGLE,
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SELECT_MULTI
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};
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private:
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struct Item {
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Ref<Texture> icon;
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Rect2i icon_region;
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Ref<Texture> tag_icon;
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String text;
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bool selectable;
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bool selected;
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bool disabled;
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bool tooltip_enabled;
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Variant metadata;
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String tooltip;
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Color custom_bg;
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Rect2 rect_cache;
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Rect2 min_rect_cache;
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Size2 get_icon_size() const;
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bool operator<(const Item& p_another) const { return text<p_another.text; }
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};
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int current;
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bool shape_changed;
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bool ensure_selected_visible;
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bool same_column_width;
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Vector<Item> items;
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Vector<int> separators;
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SelectMode select_mode;
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IconMode icon_mode;
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VScrollBar *scroll_bar;
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uint64_t search_time_msec;
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String search_string;
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int current_columns;
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int fixed_column_width;
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int max_text_lines;
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int max_columns;
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Size2 fixed_icon_size;
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Size2 max_item_size_cache;
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int defer_select_single;
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bool allow_rmb_select;
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real_t icon_scale;
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void _scroll_changed(double);
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void _input_event(const InputEvent& p_event);
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protected:
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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_item(const String& p_item,const Ref<Texture>& p_texture=Ref<Texture>(),bool p_selectable=true);
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void add_icon_item(const Ref<Texture>& p_item,bool p_selectable=true);
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void set_item_text(int p_idx,const String& p_text);
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String get_item_text(int p_idx) const;
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void set_item_icon(int p_idx,const Ref<Texture>& p_icon);
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Ref<Texture> get_item_icon(int p_idx) const;
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void set_item_icon_region(int p_idx,const Rect2& p_region);
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Rect2 get_item_icon_region(int p_idx) const;
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void set_item_selectable(int p_idx,bool p_selectable);
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bool is_item_selectable(int p_idx) const;
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void set_item_disabled(int p_idx,bool p_disabled);
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bool is_item_disabled(int p_idx) const;
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void set_item_metadata(int p_idx,const Variant& p_metadata);
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Variant get_item_metadata(int p_idx) const;
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void set_item_tag_icon(int p_idx,const Ref<Texture>& p_tag_icon);
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Ref<Texture> get_item_tag_icon(int p_idx) const;
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void set_item_tooltip_enabled(int p_idx, const bool p_enabled);
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bool is_item_tooltip_enabled(int p_idx) const;
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void set_item_tooltip(int p_idx,const String& p_tooltip);
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String get_item_tooltip(int p_idx) const;
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void set_item_custom_bg_color(int p_idx,const Color& p_custom_bg_color);
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Color get_item_custom_bg_color(int p_idx) const;
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void select(int p_idx,bool p_single=true);
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void unselect(int p_idx);
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bool is_selected(int p_idx) const;
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Vector<int> get_selected_items();
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void set_current(int p_current);
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int get_current() const;
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void move_item(int p_item,int p_to_pos);
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int get_item_count() const;
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void remove_item(int p_idx);
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void clear();
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void set_fixed_column_width(int p_size);
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int get_fixed_column_width() const;
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void set_same_column_width(bool p_enable);
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int is_same_column_width() const;
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void set_max_text_lines(int p_amount);
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int get_max_text_lines() const;
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void set_max_columns(int p_amount);
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int get_max_columns() const;
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void set_select_mode(SelectMode p_mode);
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SelectMode get_select_mode() const;
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void set_icon_mode(IconMode p_mode);
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IconMode get_icon_mode() const;
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void set_fixed_icon_size(const Size2& p_size);
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Size2 get_fixed_icon_size() const;
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void set_allow_rmb_select(bool p_allow);
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bool get_allow_rmb_select() const;
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void ensure_current_is_visible();
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void sort_items_by_text();
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int find_metadata(const Variant& p_metadata) const;
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virtual String get_tooltip(const Point2& p_pos) const;
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int get_item_at_pos(const Point2& p_pos,bool p_exact=false) const;
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void set_icon_scale(real_t p_scale);
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real_t get_icon_scale() const;
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VScrollBar *get_v_scroll() { return scroll_bar; }
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ItemList();
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~ItemList();
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};
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VARIANT_ENUM_CAST(ItemList::SelectMode);
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VARIANT_ENUM_CAST(ItemList::IconMode);
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#endif // ITEMLIST_H
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