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99666de00f
Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
130 lines
4.2 KiB
C++
130 lines
4.2 KiB
C++
/*************************************************************************/
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/* scroll_bar.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef SCROLL_BAR_H
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#define SCROLL_BAR_H
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#include "scene/gui/range.h"
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class ScrollBar : public Range {
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GDCLASS(ScrollBar, Range);
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enum HighlightStatus {
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HIGHLIGHT_NONE,
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HIGHLIGHT_DECR,
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HIGHLIGHT_RANGE,
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HIGHLIGHT_INCR,
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};
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static bool focus_by_default;
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Orientation orientation;
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Size2 size;
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float custom_step = -1;
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HighlightStatus highlight = HIGHLIGHT_NONE;
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struct Drag {
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bool active = false;
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float pos_at_click = 0;
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float value_at_click = 0;
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} drag;
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double get_grabber_size() const;
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double get_grabber_min_size() const;
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double get_area_size() const;
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double get_area_offset() const;
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double get_click_pos(const Point2 &p_pos) const;
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double get_grabber_offset() const;
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static void set_can_focus_by_default(bool p_can_focus);
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Node *drag_node = nullptr;
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NodePath drag_node_path;
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bool drag_node_enabled = true;
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Vector2 drag_node_speed = Vector2();
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Vector2 drag_node_accum;
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Vector2 drag_node_from;
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Vector2 last_drag_node_accum;
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float last_drag_node_time;
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float time_since_motion;
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bool drag_node_touching = false;
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bool drag_node_touching_deaccel = false;
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bool click_handled;
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bool scrolling = false;
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double target_scroll = 0;
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bool smooth_scroll_enabled = false;
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void _drag_node_exit();
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void _drag_node_input(const Ref<InputEvent> &p_input);
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void _gui_input(Ref<InputEvent> p_event);
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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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void set_custom_step(float p_custom_step);
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float get_custom_step() const;
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void set_drag_node(const NodePath &p_path);
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NodePath get_drag_node() const;
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void set_drag_node_enabled(bool p_enable);
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void set_smooth_scroll_enabled(bool p_enable);
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bool is_smooth_scroll_enabled() const;
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virtual Size2 get_minimum_size() const override;
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ScrollBar(Orientation p_orientation = VERTICAL);
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~ScrollBar();
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};
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class HScrollBar : public ScrollBar {
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GDCLASS(HScrollBar, ScrollBar);
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public:
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HScrollBar() :
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ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
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};
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class VScrollBar : public ScrollBar {
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GDCLASS(VScrollBar, ScrollBar);
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public:
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VScrollBar() :
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ScrollBar(VERTICAL) { set_h_size_flags(0); }
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};
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#endif
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