/*************************************************************************/ /* control.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 CONTROL_H #define CONTROL_H #include "math_2d.h" #include "rid.h" #include "scene/2d/canvas_item.h" #include "scene/gui/shortcut.h" #include "scene/main/node.h" #include "scene/main/timer.h" #include "scene/resources/theme.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class Viewport; class Label; class Panel; class Control : public CanvasItem { GDCLASS(Control, CanvasItem); OBJ_CATEGORY("GUI Nodes"); public: enum Anchor { ANCHOR_BEGIN = 0, ANCHOR_END = 1 }; enum GrowDirection { GROW_DIRECTION_BEGIN, GROW_DIRECTION_END }; enum FocusMode { FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL }; enum SizeFlags { SIZE_FILL = 1, SIZE_EXPAND = 2, SIZE_EXPAND_FILL = SIZE_EXPAND | SIZE_FILL, SIZE_SHRINK_CENTER = 4, //ignored by expand or fill SIZE_SHRINK_END = 8, //ignored by expand or fil }; enum MouseFilter { MOUSE_FILTER_STOP, MOUSE_FILTER_PASS, MOUSE_FILTER_IGNORE }; enum CursorShape { CURSOR_ARROW, CURSOR_IBEAM, CURSOR_POINTING_HAND, CURSOR_CROSS, CURSOR_WAIT, CURSOR_BUSY, CURSOR_DRAG, CURSOR_CAN_DROP, CURSOR_FORBIDDEN, CURSOR_VSIZE, CURSOR_HSIZE, CURSOR_BDIAGSIZE, CURSOR_FDIAGSIZE, CURSOR_MOVE, CURSOR_VSPLIT, CURSOR_HSPLIT, CURSOR_HELP, CURSOR_MAX }; enum LayoutPreset { PRESET_TOP_LEFT, PRESET_TOP_RIGHT, PRESET_BOTTOM_LEFT, PRESET_BOTTOM_RIGHT, PRESET_CENTER_LEFT, PRESET_CENTER_TOP, PRESET_CENTER_RIGHT, PRESET_CENTER_BOTTOM, PRESET_CENTER, PRESET_LEFT_WIDE, PRESET_TOP_WIDE, PRESET_RIGHT_WIDE, PRESET_BOTTOM_WIDE, PRESET_VCENTER_WIDE, PRESET_HCENTER_WIDE, PRESET_WIDE }; enum LayoutPresetMode { PRESET_MODE_MINSIZE, PRESET_MODE_KEEP_WIDTH, PRESET_MODE_KEEP_HEIGHT, PRESET_MODE_KEEP_SIZE }; private: struct CComparator { bool operator()(const Control *p_a, const Control *p_b) const { if (p_a->get_canvas_layer() == p_b->get_canvas_layer()) return p_b->is_greater_than(p_a); else return p_a->get_canvas_layer() < p_b->get_canvas_layer(); } }; struct Data { Point2 pos_cache; Size2 size_cache; float margin[4]; float anchor[4]; FocusMode focus_mode; GrowDirection h_grow; GrowDirection v_grow; float rotation; Vector2 scale; Vector2 pivot_offset; bool pending_resize; int h_size_flags; int v_size_flags; float expand; bool pending_min_size_update; Point2 custom_minimum_size; bool pass_on_modal_close_click; MouseFilter mouse_filter; bool clip_contents; bool block_minimum_size_adjust; bool disable_visibility_clip; Control *parent; ObjectID drag_owner; bool modal; bool modal_exclusive; uint64_t modal_frame; //frame used to put something as modal Ref<Theme> theme; Control *theme_owner; String tooltip; CursorShape default_cursor; List<Control *>::Element *MI; //modal item List<Control *>::Element *SI; List<Control *>::Element *RI; CanvasItem *parent_canvas_item; ObjectID modal_prev_focus_owner; NodePath focus_neighbour[4]; NodePath focus_next; NodePath focus_prev; HashMap<StringName, Ref<Texture>, StringNameHasher> icon_override; HashMap<StringName, Ref<Shader>, StringNameHasher> shader_override; HashMap<StringName, Ref<StyleBox>, StringNameHasher> style_override; HashMap<StringName, Ref<Font>, StringNameHasher> font_override; HashMap<StringName, Color, StringNameHasher> color_override; HashMap<StringName, int, StringNameHasher> constant_override; Map<Ref<Font>, int> font_refcount; } data; // used internally Control *_find_control_at_pos(CanvasItem *p_node, const Point2 &p_pos, const Transform2D &p_xform, Transform2D &r_inv_xform); void _window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest); Control *_get_focus_neighbour(Margin p_margin, int p_count = 0); void _set_anchor(Margin p_margin, float p_anchor); float _get_parent_range(int p_idx) const; float _get_range(int p_idx) const; float _s2a(float p_val, float p_anchor, float p_range) const; float _a2s(float p_val, float p_anchor, float p_range) const; void _propagate_theme_changed(CanvasItem *p_at, Control *p_owner, bool p_assign = true); void _theme_changed(); void _change_notify_margins(); void _update_minimum_size(); void _update_scroll(); void _resize(const Size2 &p_size); void _size_changed(); String _get_tooltip() const; void _ref_font(Ref<Font> p_sc); void _unref_font(Ref<Font> p_sc); void _font_changed(); void _update_canvas_item_transform(); Transform2D _get_internal_transform() const; friend class Viewport; void _modal_stack_remove(); void _modal_set_prev_focus_owner(ObjectID p_prev); protected: virtual void add_child_notify(Node *p_child); virtual void remove_child_notify(Node *p_child); //virtual void _window_gui_input(InputEvent p_event); 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; void _notification(int p_notification); static void _bind_methods(); //bind helpers public: enum { /* NOTIFICATION_DRAW=30, NOTIFICATION_VISIBILITY_CHANGED=38*/ NOTIFICATION_RESIZED = 40, NOTIFICATION_MOUSE_ENTER = 41, NOTIFICATION_MOUSE_EXIT = 42, NOTIFICATION_FOCUS_ENTER = 43, NOTIFICATION_FOCUS_EXIT = 44, NOTIFICATION_THEME_CHANGED = 45, NOTIFICATION_MODAL_CLOSE = 46, }; virtual Dictionary _edit_get_state() const; virtual void _edit_set_state(const Dictionary &p_state); virtual void _edit_set_position(const Point2 &p_position); virtual Point2 _edit_get_position() const; virtual void _edit_set_rect(const Rect2 &p_edit_rect); virtual Rect2 _edit_get_rect() const; virtual bool _edit_use_rect() const; virtual void _edit_set_rotation(float p_rotation); virtual float _edit_get_rotation() const; virtual bool _edit_use_rotation() const; virtual void _edit_set_pivot(const Point2 &p_pivot); virtual Point2 _edit_get_pivot() const; virtual bool _edit_use_pivot() const; virtual Size2 _edit_get_minimum_size() const; void accept_event(); virtual Size2 get_minimum_size() const; virtual Size2 get_combined_minimum_size() const; virtual bool has_point(const Point2 &p_point) const; virtual bool clips_input() const; virtual void set_drag_forwarding(Control *p_target); virtual Variant get_drag_data(const Point2 &p_point); virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const; virtual void drop_data(const Point2 &p_point, const Variant &p_data); void set_drag_preview(Control *p_control); void force_drag(const Variant &p_data, Control *p_control); void set_custom_minimum_size(const Size2 &p_custom); Size2 get_custom_minimum_size() const; bool is_window_modal_on_top() const; uint64_t get_modal_frame() const; //frame in which this was made modal Control *get_parent_control() const; /* POSITIONING */ void set_anchors_preset(LayoutPreset p_preset, bool p_keep_margin = true); void set_margins_preset(LayoutPreset p_preset, LayoutPresetMode p_resize_mode = PRESET_MODE_MINSIZE, int p_margin = 0); void set_anchors_and_margins_preset(LayoutPreset p_preset, LayoutPresetMode p_resize_mode = PRESET_MODE_MINSIZE, int p_margin = 0); void set_anchor(Margin p_margin, float p_anchor, bool p_keep_margin = true, bool p_push_opposite_anchor = true); float get_anchor(Margin p_margin) const; void set_margin(Margin p_margin, float p_value); float get_margin(Margin p_margin) const; void set_anchor_and_margin(Margin p_margin, float p_anchor, float p_pos, bool p_push_opposite_anchor = true); void set_begin(const Point2 &p_point); // helper void set_end(const Point2 &p_point); // helper Point2 get_begin() const; Point2 get_end() const; void set_position(const Point2 &p_point); void set_global_position(const Point2 &p_point); Point2 get_position() const; Point2 get_global_position() const; void set_size(const Size2 &p_size); Size2 get_size() const; Rect2 get_rect() const; Rect2 get_global_rect() const; Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the visual server void set_rotation(float p_radians); void set_rotation_degrees(float p_degrees); float get_rotation() const; float get_rotation_degrees() const; void set_h_grow_direction(GrowDirection p_direction); GrowDirection get_h_grow_direction() const; void set_v_grow_direction(GrowDirection p_direction); GrowDirection get_v_grow_direction() const; void set_pivot_offset(const Vector2 &p_pivot); Vector2 get_pivot_offset() const; void set_scale(const Vector2 &p_scale); Vector2 get_scale() const; void show_modal(bool p_exclusive = false); void set_theme(const Ref<Theme> &p_theme); Ref<Theme> get_theme() const; void set_h_size_flags(int p_flags); int get_h_size_flags() const; void set_v_size_flags(int p_flags); int get_v_size_flags() const; void set_stretch_ratio(float p_ratio); float get_stretch_ratio() const; void minimum_size_changed(); /* FOCUS */ void set_focus_mode(FocusMode p_focus_mode); FocusMode get_focus_mode() const; bool has_focus() const; void grab_focus(); void release_focus(); Control *find_next_valid_focus() const; Control *find_prev_valid_focus() const; void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour); NodePath get_focus_neighbour(Margin p_margin) const; void set_focus_next(const NodePath &p_next); NodePath get_focus_next() const; void set_focus_previous(const NodePath &p_prev); NodePath get_focus_previous() const; Control *get_focus_owner() const; void set_mouse_filter(MouseFilter p_filter); MouseFilter get_mouse_filter() const; void set_pass_on_modal_close_click(bool p_pass_on); bool pass_on_modal_close_click() const; /* SKINNING */ void add_icon_override(const StringName &p_name, const Ref<Texture> &p_icon); void add_shader_override(const StringName &p_name, const Ref<Shader> &p_shader); void add_style_override(const StringName &p_name, const Ref<StyleBox> &p_style); void add_font_override(const StringName &p_name, const Ref<Font> &p_font); void add_color_override(const StringName &p_name, const Color &p_color); void add_constant_override(const StringName &p_name, int p_constant); Ref<Texture> get_icon(const StringName &p_name, const StringName &p_type = StringName()) const; Ref<Shader> get_shader(const StringName &p_name, const StringName &p_type = StringName()) const; Ref<StyleBox> get_stylebox(const StringName &p_name, const StringName &p_type = StringName()) const; Ref<Font> get_font(const StringName &p_name, const StringName &p_type = StringName()) const; Color get_color(const StringName &p_name, const StringName &p_type = StringName()) const; int get_constant(const StringName &p_name, const StringName &p_type = StringName()) const; bool has_icon_override(const StringName &p_name) const; bool has_shader_override(const StringName &p_name) const; bool has_stylebox_override(const StringName &p_name) const; bool has_font_override(const StringName &p_name) const; bool has_color_override(const StringName &p_name) const; bool has_constant_override(const StringName &p_name) const; bool has_icon(const StringName &p_name, const StringName &p_type = StringName()) const; bool has_shader(const StringName &p_name, const StringName &p_type = StringName()) const; bool has_stylebox(const StringName &p_name, const StringName &p_type = StringName()) const; bool has_font(const StringName &p_name, const StringName &p_type = StringName()) const; bool has_color(const StringName &p_name, const StringName &p_type = StringName()) const; bool has_constant(const StringName &p_name, const StringName &p_type = StringName()) const; /* TOOLTIP */ void set_tooltip(const String &p_tooltip); virtual String get_tooltip(const Point2 &p_pos) const; /* CURSOR */ void set_default_cursor_shape(CursorShape p_shape); CursorShape get_default_cursor_shape() const; virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const; virtual Transform2D get_transform() const; bool is_toplevel_control() const; Size2 get_parent_area_size() const; void grab_click_focus(); void warp_mouse(const Point2 &p_to_pos); virtual bool is_text_field() const; Control *get_root_parent_control() const; void set_clip_contents(bool p_clip); bool is_clipping_contents(); void set_block_minimum_size_adjust(bool p_block); bool is_minimum_size_adjust_blocked() const; void set_disable_visibility_clip(bool p_ignore); bool is_visibility_clip_disabled() const; virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const; Control(); ~Control(); }; VARIANT_ENUM_CAST(Control::FocusMode); VARIANT_ENUM_CAST(Control::SizeFlags); VARIANT_ENUM_CAST(Control::CursorShape); VARIANT_ENUM_CAST(Control::LayoutPreset); VARIANT_ENUM_CAST(Control::LayoutPresetMode); VARIANT_ENUM_CAST(Control::MouseFilter); VARIANT_ENUM_CAST(Control::GrowDirection); VARIANT_ENUM_CAST(Control::Anchor); #endif