godot/scene/gui/tab_container.h
Rémi Verschelde c7bc44d5ad 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!
2017-01-01 22:03:33 +01:00

108 lines
3.6 KiB
C++

/*************************************************************************/
/* tab_container.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 TAB_CONTAINER_H
#define TAB_CONTAINER_H
#include "scene/gui/control.h"
#include "scene/gui/popup.h"
class TabContainer : public Control {
OBJ_TYPE( TabContainer, Control );
public:
enum TabAlign {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
private:
int mouse_x_cache;
int tab_display_ofs;
int tabs_ofs_cache;
int last_tab_cache;
int current;
bool tabs_visible;
bool buttons_visible_cache;
TabAlign align;
Control *_get_tab(int idx) const;
int _get_top_margin() const;
Popup *popup;
protected:
void _child_renamed_callback();
void _input_event(const InputEvent& p_event);
void _notification(int p_what);
virtual void add_child_notify(Node *p_child);
virtual void remove_child_notify(Node *p_child);
static void _bind_methods();
public:
void set_tab_align(TabAlign p_align);
TabAlign get_tab_align() const;
void set_tabs_visible(bool p_visibe);
bool are_tabs_visible() 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<Texture>& p_icon);
Ref<Texture> get_tab_icon(int p_tab) const;
int get_tab_count() const;
void set_current_tab(int p_current);
int get_current_tab() const;
Control* get_tab_control(int p_idx) const;
Control* get_current_tab_control() const;
virtual Size2 get_minimum_size() const;
virtual void get_translatable_strings(List<String> *p_strings) const;
void set_popup(Node *p_popup);
Popup* get_popup() const;
TabContainer();
};
VARIANT_ENUM_CAST( TabContainer::TabAlign );
#endif // TAB_CONTAINER_H