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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
174 lines
5.3 KiB
C++
174 lines
5.3 KiB
C++
/*************************************************************************/
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/* tabs.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 TABS_H
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#define TABS_H
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#include "scene/gui/control.h"
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class Tabs : public Control {
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GDCLASS(Tabs, 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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ALIGN_MAX
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};
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enum CloseButtonDisplayPolicy {
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CLOSE_BUTTON_SHOW_NEVER,
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CLOSE_BUTTON_SHOW_ACTIVE_ONLY,
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CLOSE_BUTTON_SHOW_ALWAYS,
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CLOSE_BUTTON_MAX
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};
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private:
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struct Tab {
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String text;
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String xl_text;
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Ref<Texture2D> icon;
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int ofs_cache;
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bool disabled;
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int size_cache;
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int size_text;
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int x_cache;
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int x_size_cache;
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Ref<Texture2D> right_button;
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Rect2 rb_rect;
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Rect2 cb_rect;
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};
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int offset;
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int max_drawn_tab;
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int highlight_arrow;
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bool buttons_visible;
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bool missing_right;
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Vector<Tab> tabs;
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int current;
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int _get_top_margin() const;
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TabAlign tab_align;
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int rb_hover;
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bool rb_pressing;
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bool select_with_rmb;
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int cb_hover;
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bool cb_pressing;
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CloseButtonDisplayPolicy cb_displaypolicy;
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int hover; // Hovered tab.
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int min_width;
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bool scrolling_enabled;
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bool drag_to_rearrange_enabled;
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int tabs_rearrange_group;
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int get_tab_width(int p_idx) const;
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void _ensure_no_over_offset();
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void _update_hover();
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void _update_cache();
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void _on_mouse_exited();
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protected:
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void _gui_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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static void _bind_methods();
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Variant get_drag_data(const Point2 &p_point);
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bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
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void drop_data(const Point2 &p_point, const Variant &p_data);
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int get_tab_idx_at_point(const Point2 &p_point) const;
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public:
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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;
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void set_tab_icon(int p_tab, const Ref<Texture2D> &p_icon);
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Ref<Texture2D> get_tab_icon(int p_tab) const;
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void set_tab_disabled(int p_tab, bool p_disabled);
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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);
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Ref<Texture2D> get_tab_right_button(int p_tab) const;
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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 move_tab(int from, int to);
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void set_tab_close_display_policy(CloseButtonDisplayPolicy p_policy);
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CloseButtonDisplayPolicy get_tab_close_display_policy() 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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int get_hovered_tab() const;
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int get_tab_offset() const;
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bool get_offset_buttons_visible() const;
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void remove_tab(int p_idx);
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void clear_tabs();
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void set_scrolling_enabled(bool p_enabled);
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bool get_scrolling_enabled() const;
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void set_drag_to_rearrange_enabled(bool p_enabled);
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bool get_drag_to_rearrange_enabled() const;
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void set_tabs_rearrange_group(int p_group_id);
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int get_tabs_rearrange_group() const;
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void set_select_with_rmb(bool p_enabled);
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bool get_select_with_rmb() const;
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void ensure_tab_visible(int p_idx);
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void set_min_width(int p_width);
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Rect2 get_tab_rect(int p_tab) const;
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Size2 get_minimum_size() const;
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Tabs();
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};
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VARIANT_ENUM_CAST(Tabs::TabAlign);
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VARIANT_ENUM_CAST(Tabs::CloseButtonDisplayPolicy);
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#endif // TABS_H
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