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
)
108 lines
3.6 KiB
C++
108 lines
3.6 KiB
C++
/*************************************************************************/
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/* tab_container.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 TAB_CONTAINER_H
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#define TAB_CONTAINER_H
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#include "scene/gui/control.h"
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#include "scene/gui/popup.h"
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class TabContainer : public Control {
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OBJ_TYPE( TabContainer, 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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int mouse_x_cache;
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int tab_display_ofs;
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int tabs_ofs_cache;
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int last_tab_cache;
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int current;
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bool tabs_visible;
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bool buttons_visible_cache;
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TabAlign align;
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Control *_get_tab(int idx) const;
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int _get_top_margin() const;
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Popup *popup;
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protected:
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void _child_renamed_callback();
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void _input_event(const InputEvent& p_event);
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void _notification(int p_what);
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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static void _bind_methods();
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public:
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void set_tab_align(TabAlign p_align);
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TabAlign get_tab_align() const;
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void set_tabs_visible(bool p_visibe);
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bool are_tabs_visible() const;
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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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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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Control* get_tab_control(int p_idx) const;
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Control* get_current_tab_control() const;
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virtual Size2 get_minimum_size() const;
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virtual void get_translatable_strings(List<String> *p_strings) const;
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void set_popup(Node *p_popup);
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Popup* get_popup() const;
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TabContainer();
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};
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VARIANT_ENUM_CAST( TabContainer::TabAlign );
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#endif // TAB_CONTAINER_H
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