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135 lines
4.6 KiB
C++
135 lines
4.6 KiB
C++
/**************************************************************************/
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/* split_container.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 SPLIT_CONTAINER_H
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#define SPLIT_CONTAINER_H
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#include "scene/gui/container.h"
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class SplitContainerDragger : public Control {
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GDCLASS(SplitContainerDragger, Control);
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protected:
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void _notification(int p_what);
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virtual void gui_input(const Ref<InputEvent> &p_event) override;
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private:
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bool dragging = false;
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int drag_from = 0;
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int drag_ofs = 0;
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bool mouse_inside = false;
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public:
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virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
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};
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class SplitContainer : public Container {
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GDCLASS(SplitContainer, Container);
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friend class SplitContainerDragger;
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public:
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enum DraggerVisibility {
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DRAGGER_VISIBLE,
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DRAGGER_HIDDEN,
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DRAGGER_HIDDEN_COLLAPSED
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};
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private:
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int split_offset = 0;
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int middle_sep = 0;
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bool vertical = false;
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bool collapsed = false;
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DraggerVisibility dragger_visibility = DRAGGER_VISIBLE;
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SplitContainerDragger *dragging_area_control = nullptr;
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struct ThemeCache {
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int separation = 0;
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int minimum_grab_thickness = 0;
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bool autohide = false;
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Ref<Texture2D> grabber_icon;
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Ref<Texture2D> grabber_icon_h;
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Ref<Texture2D> grabber_icon_v;
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} theme_cache;
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Ref<Texture2D> _get_grabber_icon() const;
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void _compute_middle_sep(bool p_clamp);
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void _resort();
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Control *_get_sortable_child(int p_idx) const;
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protected:
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bool is_fixed = false;
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void _notification(int p_what);
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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public:
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void set_split_offset(int p_offset);
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int get_split_offset() const;
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void clamp_split_offset();
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void set_collapsed(bool p_collapsed);
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bool is_collapsed() const;
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void set_dragger_visibility(DraggerVisibility p_visibility);
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DraggerVisibility get_dragger_visibility() const;
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void set_vertical(bool p_vertical);
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bool is_vertical() const;
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virtual Size2 get_minimum_size() const override;
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virtual Vector<int> get_allowed_size_flags_horizontal() const override;
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virtual Vector<int> get_allowed_size_flags_vertical() const override;
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SplitContainer(bool p_vertical = false);
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};
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VARIANT_ENUM_CAST(SplitContainer::DraggerVisibility);
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class HSplitContainer : public SplitContainer {
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GDCLASS(HSplitContainer, SplitContainer);
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public:
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HSplitContainer() :
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SplitContainer(false) { is_fixed = true; }
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};
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class VSplitContainer : public SplitContainer {
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GDCLASS(VSplitContainer, SplitContainer);
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public:
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VSplitContainer() :
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SplitContainer(true) { is_fixed = true; }
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};
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#endif // SPLIT_CONTAINER_H
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