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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
128 lines
3.9 KiB
C++
128 lines
3.9 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 SCROLL_BAR_H
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#define SCROLL_BAR_H
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#include "scene/gui/range.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ScrollBar : public Range {
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OBJ_TYPE( ScrollBar, Range );
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enum HiliteStatus {
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HILITE_NONE,
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HILITE_DECR,
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HILITE_RANGE,
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HILITE_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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HiliteStatus hilite;
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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_slave;
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NodePath drag_slave_path;
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Vector2 drag_slave_speed;
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Vector2 drag_slave_accum;
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Vector2 drag_slave_from;
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Vector2 last_drag_slave_accum;
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float last_drag_slave_time;
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float time_since_motion;
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bool drag_slave_touching;
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bool drag_slave_touching_deaccel;
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bool click_handled;
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void _drag_slave_exit();
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void _drag_slave_input(const InputEvent& p_input);
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void _input_event(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_slave(const NodePath& p_path);
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NodePath get_drag_slave() 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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OBJ_TYPE( HScrollBar, ScrollBar );
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public:
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HScrollBar() : ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
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};
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class VScrollBar : public ScrollBar {
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OBJ_TYPE( VScrollBar, ScrollBar );
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public:
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VScrollBar() : ScrollBar(VERTICAL) { set_h_size_flags(0); }
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};
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#endif
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