mirror of
https://github.com/Relintai/pandemonium_engine.git
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127 lines
4.3 KiB
C++
127 lines
4.3 KiB
C++
#ifndef THEME_EDITOR_PREVIEW_H
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#define THEME_EDITOR_PREVIEW_H
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/*************************************************************************/
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/* theme_editor_preview.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "scene/gui/box_container.h"
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#include "core/color.h"
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#include "core/object.h"
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#include "core/reference.h"
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#include "core/ustring.h"
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#include "scene/resources/theme.h"
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#include "scene/resources/font.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/style_box.h"
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class Button;
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class ColorRect;
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class Control;
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class InputEvent;
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class MarginContainer;
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class ScrollContainer;
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class Theme;
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struct Vector2;
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class ThemeEditorPreview : public VBoxContainer {
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GDCLASS(ThemeEditorPreview, VBoxContainer);
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ScrollContainer *preview_container;
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ColorRect *preview_bg;
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MarginContainer *preview_overlay;
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Control *picker_overlay;
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Control *hovered_control = nullptr;
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struct ThemeCache {
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Ref<StyleBox> preview_picker_overlay;
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Color preview_picker_overlay_color;
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Ref<StyleBox> preview_picker_label;
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Ref<Font> preview_picker_font;
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} theme_cache;
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double time_left = 0;
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void _propagate_redraw(Control *p_at);
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void _refresh_interval();
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void _preview_visibility_changed();
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void _picker_button_cbk();
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Control *_find_hovered_control(Control *p_parent, Vector2 p_mouse_position);
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void _draw_picker_overlay();
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void _gui_input_picker_overlay(const Ref<InputEvent> &p_event);
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void _reset_picker_overlay();
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protected:
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HBoxContainer *preview_toolbar;
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MarginContainer *preview_content;
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Button *picker_button;
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void add_preview_overlay(Control *p_overlay);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_preview_theme(const Ref<Theme> &p_theme);
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ThemeEditorPreview();
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};
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class DefaultThemeEditorPreview : public ThemeEditorPreview {
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GDCLASS(DefaultThemeEditorPreview, ThemeEditorPreview);
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public:
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DefaultThemeEditorPreview();
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};
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class SceneThemeEditorPreview : public ThemeEditorPreview {
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GDCLASS(SceneThemeEditorPreview, ThemeEditorPreview);
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Ref<PackedScene> loaded_scene;
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Button *reload_scene_button;
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void _reload_scene();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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bool set_preview_scene(const String &p_path);
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String get_preview_scene_path() const;
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SceneThemeEditorPreview();
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};
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#endif // THEME_EDITOR_PREVIEW_H
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