godot/scene/theme/theme_db.h
2023-09-26 18:48:51 +02:00

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