I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
206 lines
6.1 KiB
C++
206 lines
6.1 KiB
C++
/*************************************************************************/
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/* item_list.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 ITEMLIST_H
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#define ITEMLIST_H
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#include "scene/gui/control.h"
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#include "scene/gui/scroll_bar.h"
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class ItemList : public Control {
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GDCLASS(ItemList, Control);
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public:
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enum IconMode {
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ICON_MODE_TOP,
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ICON_MODE_LEFT
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};
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enum SelectMode {
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SELECT_SINGLE,
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SELECT_MULTI
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};
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private:
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struct Item {
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Ref<Texture> icon;
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Rect2i icon_region;
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Ref<Texture> tag_icon;
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String text;
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bool selectable;
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bool selected;
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bool disabled;
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bool tooltip_enabled;
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Variant metadata;
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String tooltip;
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Color custom_bg;
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Rect2 rect_cache;
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Rect2 min_rect_cache;
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Size2 get_icon_size() const;
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bool operator<(const Item &p_another) const { return text < p_another.text; }
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};
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int current;
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bool shape_changed;
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bool ensure_selected_visible;
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bool same_column_width;
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Vector<Item> items;
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Vector<int> separators;
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SelectMode select_mode;
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IconMode icon_mode;
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VScrollBar *scroll_bar;
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uint64_t search_time_msec;
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String search_string;
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int current_columns;
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int fixed_column_width;
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int max_text_lines;
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int max_columns;
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Size2 fixed_icon_size;
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Size2 max_item_size_cache;
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int defer_select_single;
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bool allow_rmb_select;
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real_t icon_scale;
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void _scroll_changed(double);
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void _gui_input(const InputEvent &p_event);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_item(const String &p_item, const Ref<Texture> &p_texture = Ref<Texture>(), bool p_selectable = true);
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void add_icon_item(const Ref<Texture> &p_item, bool p_selectable = true);
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void set_item_text(int p_idx, const String &p_text);
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String get_item_text(int p_idx) const;
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void set_item_icon(int p_idx, const Ref<Texture> &p_icon);
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Ref<Texture> get_item_icon(int p_idx) const;
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void set_item_icon_region(int p_idx, const Rect2 &p_region);
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Rect2 get_item_icon_region(int p_idx) const;
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void set_item_selectable(int p_idx, bool p_selectable);
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bool is_item_selectable(int p_idx) const;
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void set_item_disabled(int p_idx, bool p_disabled);
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bool is_item_disabled(int p_idx) const;
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void set_item_metadata(int p_idx, const Variant &p_metadata);
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Variant get_item_metadata(int p_idx) const;
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void set_item_tag_icon(int p_idx, const Ref<Texture> &p_tag_icon);
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Ref<Texture> get_item_tag_icon(int p_idx) const;
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void set_item_tooltip_enabled(int p_idx, const bool p_enabled);
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bool is_item_tooltip_enabled(int p_idx) const;
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void set_item_tooltip(int p_idx, const String &p_tooltip);
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String get_item_tooltip(int p_idx) const;
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void set_item_custom_bg_color(int p_idx, const Color &p_custom_bg_color);
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Color get_item_custom_bg_color(int p_idx) const;
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void select(int p_idx, bool p_single = true);
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void unselect(int p_idx);
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bool is_selected(int p_idx) const;
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Vector<int> get_selected_items();
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void set_current(int p_current);
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int get_current() const;
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void move_item(int p_item, int p_to_pos);
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int get_item_count() const;
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void remove_item(int p_idx);
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void clear();
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void set_fixed_column_width(int p_size);
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int get_fixed_column_width() const;
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void set_same_column_width(bool p_enable);
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int is_same_column_width() const;
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void set_max_text_lines(int p_amount);
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int get_max_text_lines() const;
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void set_max_columns(int p_amount);
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int get_max_columns() const;
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void set_select_mode(SelectMode p_mode);
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SelectMode get_select_mode() const;
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void set_icon_mode(IconMode p_mode);
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IconMode get_icon_mode() const;
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void set_fixed_icon_size(const Size2 &p_size);
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Size2 get_fixed_icon_size() const;
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void set_allow_rmb_select(bool p_allow);
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bool get_allow_rmb_select() const;
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void ensure_current_is_visible();
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void sort_items_by_text();
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int find_metadata(const Variant &p_metadata) const;
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virtual String get_tooltip(const Point2 &p_pos) const;
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int get_item_at_pos(const Point2 &p_pos, bool p_exact = false) const;
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bool is_pos_at_end_of_items(const Point2 &p_pos) const;
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void set_icon_scale(real_t p_scale);
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real_t get_icon_scale() const;
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VScrollBar *get_v_scroll() { return scroll_bar; }
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ItemList();
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~ItemList();
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};
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VARIANT_ENUM_CAST(ItemList::SelectMode);
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VARIANT_ENUM_CAST(ItemList::IconMode);
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#endif // ITEMLIST_H
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