godot/scene/gui/scroll_container.h
Lightning_A 6d5b5ba89f ScrollContainer: Expose _ensure_focused_visible to the API
Was renamed to `ensure_control_visible`
2021-05-31 17:14:57 -10:00

119 lines
4.0 KiB
C++

/*************************************************************************/
/* scroll_container.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 SCROLL_CONTAINER_H
#define SCROLL_CONTAINER_H
#include "container.h"
#include "scroll_bar.h"
class ScrollContainer : public Container {
GDCLASS(ScrollContainer, Container);
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Size2 child_max_size;
void update_scrollbars();
Vector2 drag_speed;
Vector2 drag_accum;
Vector2 drag_from;
Vector2 last_drag_accum;
float time_since_motion = 0.0f;
bool drag_touching = false;
bool drag_touching_deaccel = false;
bool beyond_deadzone = false;
bool scroll_h = true;
bool scroll_v = true;
bool h_scroll_visible = true;
bool v_scroll_visible = true;
int deadzone = 0;
bool follow_focus = false;
void _cancel_drag();
protected:
Size2 get_minimum_size() const override;
void _gui_input(const Ref<InputEvent> &p_gui_input);
void _gui_focus_changed(Control *p_control);
void _update_dimensions();
void _notification(int p_what);
void _scroll_moved(float);
static void _bind_methods();
bool _updating_scrollbars = false;
void _update_scrollbar_position();
public:
void set_h_scroll(int p_pos);
int get_h_scroll() const;
void set_v_scroll(int p_pos);
int get_v_scroll() const;
void set_enable_h_scroll(bool p_enable);
bool is_h_scroll_enabled() const;
void set_enable_v_scroll(bool p_enable);
bool is_v_scroll_enabled() const;
void set_h_scroll_visible(bool p_visible);
bool is_h_scroll_visible() const;
void set_v_scroll_visible(bool p_visible);
bool is_v_scroll_visible() const;
int get_deadzone() const;
void set_deadzone(int p_deadzone);
bool is_following_focus() const;
void set_follow_focus(bool p_follow);
HScrollBar *get_h_scrollbar();
VScrollBar *get_v_scrollbar();
void ensure_control_visible(Control *p_control);
virtual bool clips_input() const override;
TypedArray<String> get_configuration_warnings() const override;
ScrollContainer();
};
#endif