godot/scene/gui/tab_container.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

133 lines
5.3 KiB
C++

/*************************************************************************/
/* tab_container.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 TAB_CONTAINER_H
#define TAB_CONTAINER_H
#include "scene/gui/container.h"
#include "scene/gui/popup.h"
#include "scene/gui/tab_bar.h"
class TabContainer : public Container {
GDCLASS(TabContainer, Container);
TabBar *tab_bar = nullptr;
bool tabs_visible = true;
bool all_tabs_in_front = false;
bool menu_hovered = false;
mutable ObjectID popup_obj_id;
bool drag_to_rearrange_enabled = false;
bool use_hidden_tabs_for_min_size = false;
bool theme_changing = false;
int _get_top_margin() const;
Vector<Control *> _get_tab_controls() const;
void _on_theme_changed();
void _repaint();
void _refresh_tab_names();
void _update_margins();
void _on_mouse_exited();
void _on_tab_changed(int p_tab);
void _on_tab_selected(int p_tab);
void _on_tab_button_pressed(int p_tab);
Variant _get_drag_data_fw(const Point2 &p_point, Control *p_from_control);
bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from_control) const;
void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from_control);
protected:
virtual void gui_input(const Ref<InputEvent> &p_event) override;
void _notification(int p_what);
virtual void add_child_notify(Node *p_child) override;
virtual void move_child_notify(Node *p_child) override;
virtual void remove_child_notify(Node *p_child) override;
static void _bind_methods();
public:
int get_tab_idx_at_point(const Point2 &p_point) const;
int get_tab_idx_from_control(Control *p_child) const;
void set_tab_alignment(TabBar::AlignmentMode p_alignment);
TabBar::AlignmentMode get_tab_alignment() const;
void set_clip_tabs(bool p_clip_tabs);
bool get_clip_tabs() const;
void set_tabs_visible(bool p_visible);
bool are_tabs_visible() const;
void set_all_tabs_in_front(bool p_is_front);
bool is_all_tabs_in_front() const;
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<Texture2D> &p_icon);
Ref<Texture2D> get_tab_icon(int p_tab) const;
void set_tab_disabled(int p_tab, bool p_disabled);
bool is_tab_disabled(int p_tab) const;
void set_tab_hidden(int p_tab, bool p_hidden);
bool is_tab_hidden(int p_tab) const;
void set_tab_button_icon(int p_tab, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_tab_button_icon(int p_tab) const;
int get_tab_count() const;
void set_current_tab(int p_current);
int get_current_tab() const;
int get_previous_tab() const;
Control *get_tab_control(int p_idx) const;
Control *get_current_tab_control() const;
virtual Size2 get_minimum_size() const override;
virtual void get_translatable_strings(List<String> *p_strings) const override;
void set_popup(Node *p_popup);
Popup *get_popup() 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;
void set_use_hidden_tabs_for_min_size(bool p_use_hidden_tabs);
bool get_use_hidden_tabs_for_min_size() const;
virtual Vector<int> get_allowed_size_flags_horizontal() const override;
virtual Vector<int> get_allowed_size_flags_vertical() const override;
TabContainer();
};
#endif // TAB_CONTAINER_H