godot/scene/resources/theme.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

155 lines
8.5 KiB
C++

/*************************************************************************/
/* theme.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "resource.h"
#include "scene/resources/font.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
#include "scene/resources/shader.h"
#include "io/resource_loader.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Theme : public Resource {
OBJ_TYPE( Theme, Resource );
RES_BASE_EXTENSION("thm");
static Ref<Theme> default_theme;
//keep a reference count to font, so each time the font changes, we emit theme changed too
Map< Ref<Font>, int> font_refcount;
void _ref_font(Ref<Font> p_sc);
void _unref_font( Ref<Font> p_sc);
void _emit_theme_changed();
HashMap<StringName,HashMap<StringName,Ref<Texture>,StringNameHasher >, StringNameHasher > icon_map;
HashMap<StringName,HashMap<StringName,Ref<StyleBox>,StringNameHasher >,StringNameHasher > style_map;
HashMap<StringName,HashMap<StringName,Ref<Font>,StringNameHasher >,StringNameHasher > font_map;
HashMap<StringName,HashMap<StringName,Ref<Shader>,StringNameHasher >, StringNameHasher > shader_map;
HashMap<StringName,HashMap<StringName,Color,StringNameHasher >,StringNameHasher > color_map;
HashMap<StringName,HashMap<StringName,int,StringNameHasher>,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<PropertyInfo> *p_list) const;
static Ref<Texture> default_icon;
static Ref<StyleBox> default_style;
static Ref<Font> default_font;
Ref<Font> default_theme_font;
DVector<String> _get_icon_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_icon_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
DVector<String> _get_stylebox_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_stylebox_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
DVector<String> _get_stylebox_types(void) const { DVector<String> ilret; List<StringName> il; get_stylebox_types(&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
DVector<String> _get_font_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_font_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
DVector<String> _get_color_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_color_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
DVector<String> _get_constant_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_constant_list(p_type,&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
DVector<String> _get_type_list(const String& p_type) const { DVector<String> ilret; List<StringName> il; get_type_list(&il); for(List<StringName>::Element *E=il.front();E;E=E->next()) { ilret.push_back(E->get()); } return ilret; }
static void _bind_methods();
public:
static Ref<Theme> get_default();
static void set_default(const Ref<Theme>& p_default);
static void set_default_icon( const Ref<Texture>& p_icon );
static void set_default_style( const Ref<StyleBox>& p_default_style);
static void set_default_font( const Ref<Font>& p_default_font );
void set_default_theme_font( const Ref<Font>& p_default_font );
Ref<Font> get_default_theme_font() const;
void set_icon(const StringName& p_name,const StringName& p_type,const Ref<Texture>& p_icon);
Ref<Texture> 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<StringName> *p_list) const;
void set_shader(const StringName& p_name,const StringName& p_type,const Ref<Shader>& p_shader);
Ref<Shader> 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_name, List<StringName> *p_list) const;
void set_stylebox(const StringName& p_name,const StringName& p_type,const Ref<StyleBox>& p_style);
Ref<StyleBox> 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<StringName> *p_list) const;
void get_stylebox_types(List<StringName> *p_list) const;
void set_font(const StringName& p_name,const StringName& p_type,const Ref<Font>& p_font);
Ref<Font> 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<StringName> *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<StringName> *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<StringName> *p_list) const;
void get_type_list(List<StringName> *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<String> *p_extensions) const;
virtual bool handles_type(const String& p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
#endif