mirror of
https://github.com/godotengine/godot
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198 lines
7.8 KiB
C++
198 lines
7.8 KiB
C++
/**************************************************************************/
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/* theme_db.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 THEME_DB_H
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#define THEME_DB_H
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#include "core/object/class_db.h"
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#include "core/object/ref_counted.h"
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#include "scene/resources/theme.h"
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#include <functional>
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class Font;
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class Node;
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class StyleBox;
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class Texture2D;
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class ThemeContext;
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// Macros for binding theme items of this class. This information is used for the documentation, theme
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// overrides, etc. This is also the basis for theme cache.
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#define BIND_THEME_ITEM(m_data_type, m_class, m_prop) \
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ThemeDB::get_singleton()->bind_class_item(m_data_type, get_class_static(), #m_prop, #m_prop, [](Node *p_instance) { \
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m_class *p_cast = Object::cast_to<m_class>(p_instance); \
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p_cast->theme_cache.m_prop = p_cast->get_theme_item(m_data_type, _scs_create(#m_prop)); \
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})
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#define BIND_THEME_ITEM_CUSTOM(m_data_type, m_class, m_prop, m_item_name) \
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ThemeDB::get_singleton()->bind_class_item(m_data_type, get_class_static(), #m_prop, m_item_name, [](Node *p_instance) { \
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m_class *p_cast = Object::cast_to<m_class>(p_instance); \
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p_cast->theme_cache.m_prop = p_cast->get_theme_item(m_data_type, _scs_create(m_item_name)); \
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})
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// Macro for binding theme items used by this class, but defined/binded by other classes. This is primarily used for
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// the theme cache. Can also be used to list such items in documentation.
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#define BIND_THEME_ITEM_EXT(m_data_type, m_class, m_prop, m_item_name, m_type_name) \
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ThemeDB::get_singleton()->bind_class_external_item(m_data_type, get_class_static(), #m_prop, m_item_name, m_type_name, [](Node *p_instance) { \
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m_class *p_cast = Object::cast_to<m_class>(p_instance); \
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p_cast->theme_cache.m_prop = p_cast->get_theme_item(m_data_type, _scs_create(m_item_name), _scs_create(m_type_name)); \
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})
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class ThemeDB : public Object {
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GDCLASS(ThemeDB, Object);
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static ThemeDB *singleton;
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// Global Theme resources used by the default theme context.
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Ref<Theme> default_theme;
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Ref<Theme> project_theme;
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// Universal default values, final fallback for every theme.
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float fallback_base_scale = 1.0;
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Ref<Font> fallback_font;
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int fallback_font_size = 16;
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Ref<Texture2D> fallback_icon;
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Ref<StyleBox> fallback_stylebox;
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// Global theme contexts used to scope global Theme resources.
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ThemeContext *default_theme_context = nullptr;
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HashMap<Node *, ThemeContext *> theme_contexts;
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void _propagate_theme_context(Node *p_from_node, ThemeContext *p_context);
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void _init_default_theme_context();
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void _finalize_theme_contexts();
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// Binding of theme items to Node classes.
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public:
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typedef std::function<void(Node *)> ThemeItemSetter;
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struct ThemeItemBind {
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Theme::DataType data_type;
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StringName class_name;
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StringName item_name;
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StringName type_name;
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bool external = false;
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ThemeItemSetter setter;
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};
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private:
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HashMap<StringName, HashMap<StringName, ThemeItemBind>> theme_item_binds;
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protected:
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static void _bind_methods();
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public:
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void initialize_theme();
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void initialize_theme_noproject();
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void finalize_theme();
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// Global Theme resources.
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void set_default_theme(const Ref<Theme> &p_default);
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Ref<Theme> get_default_theme();
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void set_project_theme(const Ref<Theme> &p_project_default);
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Ref<Theme> get_project_theme();
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// Universal fallback values.
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void set_fallback_base_scale(float p_base_scale);
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float get_fallback_base_scale();
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void set_fallback_font(const Ref<Font> &p_font);
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Ref<Font> get_fallback_font();
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void set_fallback_font_size(int p_font_size);
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int get_fallback_font_size();
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void set_fallback_icon(const Ref<Texture2D> &p_icon);
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Ref<Texture2D> get_fallback_icon();
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void set_fallback_stylebox(const Ref<StyleBox> &p_stylebox);
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Ref<StyleBox> get_fallback_stylebox();
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void get_native_type_dependencies(const StringName &p_base_type, List<StringName> *p_list);
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// Global theme contexts.
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ThemeContext *create_theme_context(Node *p_node, List<Ref<Theme>> &p_themes);
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void destroy_theme_context(Node *p_node);
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ThemeContext *get_theme_context(Node *p_node) const;
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ThemeContext *get_default_theme_context() const;
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ThemeContext *get_nearest_theme_context(Node *p_for_node) const;
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// Theme item binding.
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void bind_class_item(Theme::DataType p_data_type, const StringName &p_class_name, const StringName &p_prop_name, const StringName &p_item_name, ThemeItemSetter p_setter);
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void bind_class_external_item(Theme::DataType p_data_type, const StringName &p_class_name, const StringName &p_prop_name, const StringName &p_item_name, const StringName &p_type_name, ThemeItemSetter p_setter);
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void update_class_instance_items(Node *p_instance);
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void get_class_own_items(const StringName &p_class_name, List<ThemeItemBind> *r_list);
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// Memory management, reference, and initialization.
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static ThemeDB *get_singleton();
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ThemeDB();
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~ThemeDB();
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};
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class ThemeContext : public Object {
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GDCLASS(ThemeContext, Object);
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friend class ThemeDB;
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Node *node = nullptr;
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ThemeContext *parent = nullptr;
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// Themes are stacked in the order of relevance, for easy iteration.
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// This means that the first theme is the one you should check first,
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// and the last theme is the fallback theme where every lookup ends.
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List<Ref<Theme>> themes;
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void _emit_changed();
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protected:
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static void _bind_methods();
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public:
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void set_themes(List<Ref<Theme>> &p_themes);
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List<Ref<Theme>> get_themes() const;
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Ref<Theme> get_fallback_theme() const;
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};
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#endif // THEME_DB_H
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