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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
207 lines
8.8 KiB
C++
207 lines
8.8 KiB
C++
/*************************************************************************/
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/* theme.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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 THEME_H
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#define THEME_H
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#include "io/resource_loader.h"
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#include "resource.h"
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#include "scene/resources/font.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/style_box.h"
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#include "scene/resources/texture.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Theme : public Resource {
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GDCLASS(Theme, Resource);
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RES_BASE_EXTENSION("theme");
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static Ref<Theme> default_theme;
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//keep a reference count to font, so each time the font changes, we emit theme changed too
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Map<Ref<Font>, int> font_refcount;
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void _ref_font(Ref<Font> p_sc);
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void _unref_font(Ref<Font> p_sc);
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void _emit_theme_changed();
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HashMap<StringName, HashMap<StringName, Ref<Texture>, StringNameHasher>, StringNameHasher> icon_map;
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HashMap<StringName, HashMap<StringName, Ref<StyleBox>, StringNameHasher>, StringNameHasher> style_map;
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HashMap<StringName, HashMap<StringName, Ref<Font>, StringNameHasher>, StringNameHasher> font_map;
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HashMap<StringName, HashMap<StringName, Ref<Shader>, StringNameHasher>, StringNameHasher> shader_map;
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HashMap<StringName, HashMap<StringName, Color, StringNameHasher>, StringNameHasher> color_map;
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HashMap<StringName, HashMap<StringName, int, StringNameHasher>, StringNameHasher> constant_map;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static Ref<Texture> default_icon;
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static Ref<StyleBox> default_style;
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static Ref<Font> default_font;
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Ref<Font> default_theme_font;
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PoolVector<String> _get_icon_list(const String &p_type) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_icon_list(p_type, &il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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PoolVector<String> _get_stylebox_list(const String &p_type) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_stylebox_list(p_type, &il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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PoolVector<String> _get_stylebox_types(void) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_stylebox_types(&il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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PoolVector<String> _get_font_list(const String &p_type) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_font_list(p_type, &il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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PoolVector<String> _get_color_list(const String &p_type) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_color_list(p_type, &il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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PoolVector<String> _get_constant_list(const String &p_type) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_constant_list(p_type, &il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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PoolVector<String> _get_type_list(const String &p_type) const {
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PoolVector<String> ilret;
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List<StringName> il;
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get_type_list(&il);
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for (List<StringName>::Element *E = il.front(); E; E = E->next()) {
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ilret.push_back(E->get());
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}
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return ilret;
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}
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static void _bind_methods();
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public:
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static Ref<Theme> get_default();
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static void set_default(const Ref<Theme> &p_default);
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static void set_default_icon(const Ref<Texture> &p_icon);
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static void set_default_style(const Ref<StyleBox> &p_style);
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static void set_default_font(const Ref<Font> &p_font);
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void set_default_theme_font(const Ref<Font> &p_default_font);
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Ref<Font> get_default_theme_font() const;
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void set_icon(const StringName &p_name, const StringName &p_type, const Ref<Texture> &p_icon);
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Ref<Texture> get_icon(const StringName &p_name, const StringName &p_type) const;
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bool has_icon(const StringName &p_name, const StringName &p_type) const;
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void clear_icon(const StringName &p_name, const StringName &p_type);
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void get_icon_list(StringName p_type, List<StringName> *p_list) const;
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void set_shader(const StringName &p_name, const StringName &p_type, const Ref<Shader> &p_shader);
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Ref<Shader> get_shader(const StringName &p_name, const StringName &p_type) const;
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bool has_shader(const StringName &p_name, const StringName &p_type) const;
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void clear_shader(const StringName &p_name, const StringName &p_type);
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void get_shader_list(const StringName &p_type, List<StringName> *p_list) const;
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void set_stylebox(const StringName &p_name, const StringName &p_type, const Ref<StyleBox> &p_style);
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Ref<StyleBox> get_stylebox(const StringName &p_name, const StringName &p_type) const;
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bool has_stylebox(const StringName &p_name, const StringName &p_type) const;
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void clear_stylebox(const StringName &p_name, const StringName &p_type);
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void get_stylebox_list(StringName p_type, List<StringName> *p_list) const;
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void get_stylebox_types(List<StringName> *p_list) const;
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void set_font(const StringName &p_name, const StringName &p_type, const Ref<Font> &p_font);
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Ref<Font> get_font(const StringName &p_name, const StringName &p_type) const;
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bool has_font(const StringName &p_name, const StringName &p_type) const;
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void clear_font(const StringName &p_name, const StringName &p_type);
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void get_font_list(StringName p_type, List<StringName> *p_list) const;
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void set_color(const StringName &p_name, const StringName &p_type, const Color &p_color);
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Color get_color(const StringName &p_name, const StringName &p_type) const;
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bool has_color(const StringName &p_name, const StringName &p_type) const;
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void clear_color(const StringName &p_name, const StringName &p_type);
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void get_color_list(StringName p_type, List<StringName> *p_list) const;
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void set_constant(const StringName &p_name, const StringName &p_type, int p_constant);
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int get_constant(const StringName &p_name, const StringName &p_type) const;
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bool has_constant(const StringName &p_name, const StringName &p_type) const;
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void clear_constant(const StringName &p_name, const StringName &p_type);
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void get_constant_list(StringName p_type, List<StringName> *p_list) const;
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void get_type_list(List<StringName> *p_list) const;
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void copy_default_theme();
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Theme();
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~Theme();
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};
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class ResourceFormatLoaderTheme : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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#endif
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