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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
128 lines
4.1 KiB
C++
128 lines
4.1 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;
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HighlightStatus highlight;
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struct Drag {
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bool active;
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float pos_at_click;
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float value_at_click;
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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;
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NodePath drag_node_path;
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Vector2 drag_node_speed;
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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;
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bool drag_node_touching_deaccel;
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bool click_handled;
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bool scrolling;
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double target_scroll;
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bool smooth_scroll_enabled;
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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_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;
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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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