godot/scene/gui/tab_bar.h

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/*************************************************************************/
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/* tab_bar.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef TAB_BAR_H
#define TAB_BAR_H
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#include "scene/gui/control.h"
#include "scene/resources/text_line.h"
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class TabBar : public Control {
GDCLASS(TabBar, Control);
public:
enum AlignmentMode {
ALIGNMENT_LEFT,
ALIGNMENT_CENTER,
ALIGNMENT_RIGHT,
ALIGNMENT_MAX,
};
enum CloseButtonDisplayPolicy {
CLOSE_BUTTON_SHOW_NEVER,
CLOSE_BUTTON_SHOW_ACTIVE_ONLY,
CLOSE_BUTTON_SHOW_ALWAYS,
CLOSE_BUTTON_MAX
};
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private:
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struct Tab {
String text;
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String xl_text;
Dictionary opentype_features;
String language;
Control::TextDirection text_direction = Control::TEXT_DIRECTION_INHERITED;
Ref<TextLine> text_buf;
Ref<Texture2D> icon;
int ofs_cache = 0;
bool disabled = false;
int size_cache = 0;
int size_text = 0;
int x_cache = 0;
int x_size_cache = 0;
Ref<Texture2D> right_button;
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Rect2 rb_rect;
Rect2 cb_rect;
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};
int offset = 0;
int max_drawn_tab = 0;
int highlight_arrow = -1;
bool buttons_visible = false;
bool missing_right = false;
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Vector<Tab> tabs;
int current = 0;
int previous = 0;
AlignmentMode tab_alignment = ALIGNMENT_CENTER;
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bool clip_tabs = true;
int rb_hover = -1;
bool rb_pressing = false;
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bool select_with_rmb = false;
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int cb_hover = -1;
bool cb_pressing = false;
CloseButtonDisplayPolicy cb_displaypolicy = CLOSE_BUTTON_SHOW_NEVER;
int hover = -1; // Hovered tab.
int min_width = 0;
bool scrolling_enabled = true;
bool drag_to_rearrange_enabled = false;
int tabs_rearrange_group = -1;
int get_tab_width(int p_idx) const;
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void _ensure_no_over_offset();
void _update_hover();
void _update_cache();
void _on_mouse_exited();
void _shape(int p_tab);
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protected:
virtual void gui_input(const Ref<InputEvent> &p_event) override;
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void _notification(int p_what);
static void _bind_methods();
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Variant get_drag_data(const Point2 &p_point) override;
bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
void drop_data(const Point2 &p_point, const Variant &p_data) override;
int get_tab_idx_at_point(const Point2 &p_point) const;
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public:
void add_tab(const String &p_str = "", const Ref<Texture2D> &p_icon = Ref<Texture2D>());
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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;
void set_tab_text_direction(int p_tab, TextDirection p_text_direction);
TextDirection get_tab_text_direction(int p_tab) const;
void set_tab_opentype_feature(int p_tab, const String &p_name, int p_value);
int get_tab_opentype_feature(int p_tab, const String &p_name) const;
void clear_tab_opentype_features(int p_tab);
void set_tab_language(int p_tab, const String &p_language);
String get_tab_language(int p_tab) const;
void set_tab_icon(int p_tab, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_tab_icon(int p_tab) const;
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void set_tab_disabled(int p_tab, bool p_disabled);
bool get_tab_disabled(int p_tab) const;
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void set_tab_right_button(int p_tab, const Ref<Texture2D> &p_right_button);
Ref<Texture2D> get_tab_right_button(int p_tab) const;
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void set_tab_alignment(AlignmentMode p_alignment);
AlignmentMode get_tab_alignment() const;
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void set_clip_tabs(bool p_clip_tabs);
bool get_clip_tabs() const;
void move_tab(int from, int to);
void set_tab_close_display_policy(CloseButtonDisplayPolicy p_policy);
CloseButtonDisplayPolicy get_tab_close_display_policy() const;
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int get_tab_count() const;
void set_current_tab(int p_current);
int get_current_tab() const;
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int get_previous_tab() const;
int get_hovered_tab() const;
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int get_tab_offset() const;
bool get_offset_buttons_visible() const;
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void remove_tab(int p_idx);
void clear_tabs();
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void set_scrolling_enabled(bool p_enabled);
bool get_scrolling_enabled() const;
void set_drag_to_rearrange_enabled(bool p_enabled);
bool get_drag_to_rearrange_enabled() const;
void set_tabs_rearrange_group(int p_group_id);
int get_tabs_rearrange_group() const;
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void set_select_with_rmb(bool p_enabled);
bool get_select_with_rmb() const;
void ensure_tab_visible(int p_idx);
void set_min_width(int p_width);
Rect2 get_tab_rect(int p_tab) const;
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Size2 get_minimum_size() const override;
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TabBar();
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};
VARIANT_ENUM_CAST(TabBar::AlignmentMode);
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VARIANT_ENUM_CAST(TabBar::CloseButtonDisplayPolicy);
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#endif // TAB_BAR_H