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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
112 lines
3.7 KiB
C++
112 lines
3.7 KiB
C++
/*************************************************************************/
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/* scroll_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_CONTAINER_H
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#define SCROLL_CONTAINER_H
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#include "container.h"
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#include "scroll_bar.h"
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class ScrollContainer : public Container {
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GDCLASS(ScrollContainer, Container);
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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Size2 child_max_size;
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Size2 scroll;
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void update_scrollbars();
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Vector2 drag_speed;
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Vector2 drag_accum;
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Vector2 drag_from;
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Vector2 last_drag_accum;
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float last_drag_time;
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float time_since_motion;
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bool drag_touching;
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bool drag_touching_deaccel;
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bool click_handled;
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bool beyond_deadzone;
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bool scroll_h;
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bool scroll_v;
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int deadzone;
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bool follow_focus;
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void _cancel_drag();
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protected:
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Size2 get_minimum_size() const override;
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void _gui_input(const Ref<InputEvent> &p_gui_input);
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void _update_dimensions();
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void _notification(int p_what);
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void _scroll_moved(float);
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static void _bind_methods();
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bool _updating_scrollbars = false;
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void _update_scrollbar_position();
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void _ensure_focused_visible(Control *p_node);
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public:
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int get_v_scroll() const;
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void set_v_scroll(int p_pos);
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int get_h_scroll() const;
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void set_h_scroll(int p_pos);
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void set_enable_h_scroll(bool p_enable);
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bool is_h_scroll_enabled() const;
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void set_enable_v_scroll(bool p_enable);
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bool is_v_scroll_enabled() const;
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int get_deadzone() const;
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void set_deadzone(int p_deadzone);
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bool is_following_focus() const;
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void set_follow_focus(bool p_follow);
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HScrollBar *get_h_scrollbar();
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VScrollBar *get_v_scrollbar();
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virtual bool clips_input() const override;
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virtual String get_configuration_warning() const override;
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ScrollContainer();
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};
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#endif
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