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