godot/scene/resources/theme.h

156 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 {
GDCLASS( 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;
PoolVector<String> _get_icon_list(const String& p_type) const { PoolVector<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; }
PoolVector<String> _get_stylebox_list(const String& p_type) const { PoolVector<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; }
PoolVector<String> _get_stylebox_types(void) const { PoolVector<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; }
PoolVector<String> _get_font_list(const String& p_type) const { PoolVector<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; }
PoolVector<String> _get_color_list(const String& p_type) const { PoolVector<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; }
PoolVector<String> _get_constant_list(const String& p_type) const { PoolVector<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; }
PoolVector<String> _get_type_list(const String& p_type) const { PoolVector<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