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![Rémi Verschelde](/assets/img/avatar_default.png)
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
143 lines
5.2 KiB
C++
143 lines
5.2 KiB
C++
/*************************************************************************/
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/* tab_container.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 TAB_CONTAINER_H
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#define TAB_CONTAINER_H
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#include "scene/gui/container.h"
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#include "scene/gui/popup.h"
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#include "scene/resources/text_line.h"
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class TabContainer : public Container {
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GDCLASS(TabContainer, Container);
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public:
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enum TabAlign {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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private:
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int first_tab_cache;
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int tabs_ofs_cache;
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int last_tab_cache;
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int current;
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int previous;
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bool tabs_visible;
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bool all_tabs_in_front;
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bool buttons_visible_cache;
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bool menu_hovered;
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int highlight_arrow;
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TabAlign align;
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Control *_get_tab(int p_idx) const;
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int _get_top_margin() const;
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mutable ObjectID popup_obj_id;
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bool drag_to_rearrange_enabled;
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bool use_hidden_tabs_for_min_size;
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int tabs_rearrange_group;
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Vector<Ref<TextLine>> text_buf;
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Vector<Control *> _get_tabs() const;
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int _get_tab_width(int p_index) const;
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bool _theme_changing = false;
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void _on_theme_changed();
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void _repaint();
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void _on_mouse_exited();
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void _update_current_tab();
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void _draw_tab(Ref<StyleBox> &p_tab_style, Color &p_font_color, int p_index, float p_x);
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void _refresh_texts();
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protected:
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void _child_renamed_callback();
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void _gui_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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virtual void add_child_notify(Node *p_child) override;
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virtual void move_child_notify(Node *p_child) override;
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virtual void remove_child_notify(Node *p_child) override;
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Variant get_drag_data(const Point2 &p_point) override;
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bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
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void drop_data(const Point2 &p_point, const Variant &p_data) override;
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int get_tab_idx_at_point(const Point2 &p_point) const;
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static void _bind_methods();
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public:
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void set_tab_align(TabAlign p_align);
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TabAlign get_tab_align() const;
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void set_tabs_visible(bool p_visible);
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bool are_tabs_visible() const;
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void set_all_tabs_in_front(bool p_is_front);
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bool is_all_tabs_in_front() const;
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void set_tab_title(int p_tab, const String &p_title);
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String get_tab_title(int p_tab) const;
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void set_tab_icon(int p_tab, const Ref<Texture2D> &p_icon);
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Ref<Texture2D> get_tab_icon(int p_tab) const;
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void set_tab_disabled(int p_tab, bool p_disabled);
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bool get_tab_disabled(int p_tab) const;
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void set_tab_hidden(int p_tab, bool p_hidden);
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bool get_tab_hidden(int p_tab) const;
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int get_tab_count() const;
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void set_current_tab(int p_current);
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int get_current_tab() const;
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int get_previous_tab() const;
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Control *get_tab_control(int p_idx) const;
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Control *get_current_tab_control() const;
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virtual Size2 get_minimum_size() const override;
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virtual void get_translatable_strings(List<String> *p_strings) const override;
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void set_popup(Node *p_popup);
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Popup *get_popup() const;
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void set_drag_to_rearrange_enabled(bool p_enabled);
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bool get_drag_to_rearrange_enabled() const;
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void set_tabs_rearrange_group(int p_group_id);
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int get_tabs_rearrange_group() const;
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void set_use_hidden_tabs_for_min_size(bool p_use_hidden_tabs);
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bool get_use_hidden_tabs_for_min_size() const;
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TabContainer();
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};
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VARIANT_ENUM_CAST(TabContainer::TabAlign);
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#endif // TAB_CONTAINER_H
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