godot/scene/gui/item_list.h

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/*************************************************************************/
/* item_list.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 ITEMLIST_H
#define ITEMLIST_H
#include "scene/gui/control.h"
#include "scene/gui/scroll_bar.h"
class ItemList : public Control {
GDCLASS(ItemList, Control);
public:
enum IconMode {
ICON_MODE_TOP,
ICON_MODE_LEFT
};
enum SelectMode {
SELECT_SINGLE,
SELECT_MULTI
};
private:
struct Item {
Ref<Texture2D> icon;
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bool icon_transposed;
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Rect2i icon_region;
Color icon_modulate;
Ref<Texture2D> tag_icon;
String text;
bool selectable;
bool selected;
bool disabled;
bool tooltip_enabled;
Variant metadata;
String tooltip;
Color custom_fg;
Color custom_bg;
Rect2 rect_cache;
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Rect2 min_rect_cache;
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Size2 get_icon_size() const;
bool operator<(const Item &p_another) const { return text < p_another.text; }
};
int current;
bool shape_changed;
bool ensure_selected_visible;
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bool same_column_width;
bool auto_height;
float auto_height_value;
Vector<Item> items;
Vector<int> separators;
SelectMode select_mode;
IconMode icon_mode;
VScrollBar *scroll_bar;
uint64_t search_time_msec;
String search_string;
int current_columns;
int fixed_column_width;
int max_text_lines;
int max_columns;
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Size2 fixed_icon_size;
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Size2 max_item_size_cache;
int defer_select_single;
bool allow_rmb_select;
bool allow_reselect;
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real_t icon_scale;
bool do_autoscroll_to_bottom;
Array _get_items() const;
void _set_items(const Array &p_items);
void _scroll_changed(double);
void _gui_input(const Ref<InputEvent> &p_event);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void add_item(const String &p_item, const Ref<Texture2D> &p_texture = Ref<Texture2D>(), bool p_selectable = true);
void add_icon_item(const Ref<Texture2D> &p_item, bool p_selectable = true);
void set_item_text(int p_idx, const String &p_text);
String get_item_text(int p_idx) const;
void set_item_icon(int p_idx, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_item_icon(int p_idx) const;
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void set_item_icon_transposed(int p_idx, const bool transposed);
bool is_item_icon_transposed(int p_idx) const;
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;
void set_item_icon_modulate(int p_idx, const Color &p_modulate);
Color get_item_icon_modulate(int p_idx) const;
void set_item_selectable(int p_idx, bool p_selectable);
bool is_item_selectable(int p_idx) const;
void set_item_disabled(int p_idx, bool p_disabled);
bool is_item_disabled(int p_idx) const;
void set_item_metadata(int p_idx, const Variant &p_metadata);
Variant get_item_metadata(int p_idx) const;
void set_item_tag_icon(int p_idx, const Ref<Texture2D> &p_tag_icon);
Ref<Texture2D> get_item_tag_icon(int p_idx) const;
void set_item_tooltip_enabled(int p_idx, const bool p_enabled);
bool is_item_tooltip_enabled(int p_idx) const;
void set_item_tooltip(int p_idx, const String &p_tooltip);
String get_item_tooltip(int p_idx) const;
void set_item_custom_bg_color(int p_idx, const Color &p_custom_bg_color);
Color get_item_custom_bg_color(int p_idx) const;
void set_item_custom_fg_color(int p_idx, const Color &p_custom_fg_color);
Color get_item_custom_fg_color(int p_idx) const;
void select(int p_idx, bool p_single = true);
void unselect(int p_idx);
void unselect_all();
bool is_selected(int p_idx) const;
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Vector<int> get_selected_items();
bool is_anything_selected();
void set_current(int p_current);
int get_current() const;
void move_item(int p_from_idx, int p_to_idx);
int get_item_count() const;
void remove_item(int p_idx);
void clear();
void set_fixed_column_width(int p_size);
int get_fixed_column_width() const;
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void set_same_column_width(bool p_enable);
bool is_same_column_width() const;
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void set_max_text_lines(int p_lines);
int get_max_text_lines() const;
void set_max_columns(int p_amount);
int get_max_columns() const;
void set_select_mode(SelectMode p_mode);
SelectMode get_select_mode() const;
void set_icon_mode(IconMode p_mode);
IconMode get_icon_mode() const;
void set_fixed_icon_size(const Size2 &p_size);
Size2 get_fixed_icon_size() const;
void set_allow_rmb_select(bool p_allow);
bool get_allow_rmb_select() const;
void set_allow_reselect(bool p_allow);
bool get_allow_reselect() const;
void ensure_current_is_visible();
void sort_items_by_text();
int find_metadata(const Variant &p_metadata) const;
virtual String get_tooltip(const Point2 &p_pos) const;
int get_item_at_position(const Point2 &p_pos, bool p_exact = false) const;
bool is_pos_at_end_of_items(const Point2 &p_pos) const;
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void set_icon_scale(real_t p_scale);
real_t get_icon_scale() const;
void set_auto_height(bool p_enable);
bool has_auto_height() const;
Size2 get_minimum_size() const;
void set_autoscroll_to_bottom(const bool p_enable);
VScrollBar *get_v_scroll() { return scroll_bar; }
ItemList();
~ItemList();
};
VARIANT_ENUM_CAST(ItemList::SelectMode);
VARIANT_ENUM_CAST(ItemList::IconMode);
#endif // ITEMLIST_H