limboai/gdextension/window_wrapper.h

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2024-01-09 20:47:22 +00:00
/**************************************************************************/
/* window_wrapper.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. */
/**************************************************************************/
// * This is a port of a WindowWrapper from the Godot Engine to use with godot-cpp.
#ifdef LIMBOAI_GDEXTENSION
#ifndef COMPAT_WINDOW_WRAPPER_H
#define COMPAT_WINDOW_WRAPPER_H
// TODO: Need to compile this as module too!!!
#include <godot_cpp/classes/h_box_container.hpp>
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/label.hpp>
#include <godot_cpp/classes/margin_container.hpp>
#include <godot_cpp/classes/menu_button.hpp>
#include <godot_cpp/classes/panel.hpp>
#include <godot_cpp/classes/popup.hpp>
#include <godot_cpp/classes/shortcut.hpp>
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/variant/rect2.hpp>
using namespace godot;
// Capture all shortcut events not handled by other nodes.
class CompatShortcutBin : public Node {
GDCLASS(CompatShortcutBin, Node);
protected:
virtual void _notification(int what);
static void _bind_methods();
public:
virtual void _shortcut_input(const Ref<InputEvent> &p_event) override;
};
class CompatWindowWrapper : public MarginContainer {
GDCLASS(CompatWindowWrapper, MarginContainer);
Control *wrapped_control = nullptr;
MarginContainer *margins = nullptr;
godot::Window *window = nullptr;
Panel *window_background = nullptr;
Ref<Shortcut> enable_shortcut;
Rect2 _get_default_window_rect() const;
Node *_get_wrapped_control_parent() const;
void _set_window_enabled_with_rect(bool p_visible, const Rect2 p_rect);
void _set_window_rect(const Rect2 p_rect);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
virtual void _shortcut_input(const Ref<InputEvent> &p_event) override;
void set_wrapped_control(Control *p_control, const Ref<Shortcut> &p_enable_shortcut = Ref<Shortcut>());
Control *get_wrapped_control() const;
Control *release_wrapped_control();
bool is_window_available() const;
bool get_window_enabled() const;
void set_window_enabled(bool p_enabled);
Rect2i get_window_rect() const;
int get_window_screen() const;
void restore_window(const Rect2i &p_rect, int p_screen = -1);
void restore_window_from_saved_position(const Rect2 p_window_rect, int p_screen, const Rect2 p_screen_rect);
void enable_window_on_screen(int p_screen = -1, bool p_auto_scale = false);
void set_window_title(const String p_title);
void set_margins_enabled(bool p_enabled);
CompatWindowWrapper();
};
class CompatScreenSelect : public Button {
GDCLASS(CompatScreenSelect, Button);
Popup *popup = nullptr;
Panel *popup_background = nullptr;
godot::HBoxContainer *screen_list = nullptr;
void _build_advanced_menu();
void _emit_screen_signal(int p_screen_idx);
void _handle_mouse_shortcut(const Ref<InputEvent> &p_event);
void _show_popup();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
virtual void _pressed() override;
CompatScreenSelect();
};
#endif // ! COMPAT_WINDOW_WRAPPER_H
#endif // ! LIMBOAI_GDEXTENSION