godot/scene/gui/tabs.h
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

135 lines
4.0 KiB
C++

/*************************************************************************/
/* tabs.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 TABS_H
#define TABS_H
#include "scene/gui/control.h"
class Tabs : public Control {
OBJ_TYPE( Tabs, Control );
public:
enum TabAlign {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
enum CloseButtonDisplayPolicy {
CLOSE_BUTTON_SHOW_NEVER,
CLOSE_BUTTON_SHOW_ACTIVE_ONLY,
CLOSE_BUTTON_SHOW_ALWAYS,
};
private:
struct Tab {
String text;
Ref<Texture> icon;
int ofs_cache;
int size_cache;
int x_cache;
int x_size_cache;
Ref<Texture> right_button;
Rect2 rb_rect;
Rect2 cb_rect;
};
int offset;
int max_drawn_tab;
int hilite_arrow;
bool buttons_visible;
bool missing_right;
Vector<Tab> tabs;
int current;
Control *_get_tab(int idx) const;
int _get_top_margin() const;
TabAlign tab_align;
int rb_hover;
bool rb_pressing;
int cb_hover;
bool cb_pressing;
CloseButtonDisplayPolicy cb_displaypolicy;
int hover; // hovered tab
int get_tab_width(int p_idx) const;
void _ensure_no_over_offset();
protected:
void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
public:
void add_tab(const String& p_str="",const Ref<Texture>& p_icon=Ref<Texture>());
void set_tab_title(int p_tab,const String& p_title);
String get_tab_title(int p_tab) const;
void set_tab_icon(int p_tab,const Ref<Texture>& p_icon);
Ref<Texture> get_tab_icon(int p_tab) const;
void set_tab_right_button(int p_tab,const Ref<Texture>& p_right_button);
Ref<Texture> get_tab_right_button(int p_tab) const;
void set_tab_align(TabAlign p_align);
TabAlign get_tab_align() const;
void set_tab_close_display_policy(CloseButtonDisplayPolicy p_policy);
int get_tab_count() const;
void set_current_tab(int p_current);
int get_current_tab() const;
void remove_tab(int p_idx);
void clear_tabs();
void ensure_tab_visible(int p_idx);
Size2 get_minimum_size() const;
Tabs();
};
VARIANT_ENUM_CAST(Tabs::TabAlign);
#endif // TABS_H