godot/scene/gui/scroll_bar.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

128 lines
3.9 KiB
C++

/*************************************************************************/
/* scroll_bar.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SCROLL_BAR_H
#define SCROLL_BAR_H
#include "scene/gui/range.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ScrollBar : public Range {
OBJ_TYPE( ScrollBar, Range );
enum HiliteStatus {
HILITE_NONE,
HILITE_DECR,
HILITE_RANGE,
HILITE_INCR,
};
static bool focus_by_default;
Orientation orientation;
Size2 size;
float custom_step;
HiliteStatus hilite;
struct Drag {
bool active;
float pos_at_click;
float value_at_click;
} drag;
double get_grabber_size() const;
double get_grabber_min_size() const;
double get_area_size() const;
double get_area_offset() const;
double get_click_pos(const Point2& p_pos) const;
double get_grabber_offset() const;
static void set_can_focus_by_default(bool p_can_focus);
Node* drag_slave;
NodePath drag_slave_path;
Vector2 drag_slave_speed;
Vector2 drag_slave_accum;
Vector2 drag_slave_from;
Vector2 last_drag_slave_accum;
float last_drag_slave_time;
float time_since_motion;
bool drag_slave_touching;
bool drag_slave_touching_deaccel;
bool click_handled;
void _drag_slave_exit();
void _drag_slave_input(const InputEvent& p_input);
void _input_event(InputEvent p_event);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_custom_step(float p_custom_step);
float get_custom_step() const;
void set_drag_slave(const NodePath& p_path);
NodePath get_drag_slave() const;
virtual Size2 get_minimum_size() const;
ScrollBar(Orientation p_orientation=VERTICAL);
~ScrollBar();
};
class HScrollBar : public ScrollBar {
OBJ_TYPE( HScrollBar, ScrollBar );
public:
HScrollBar() : ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
};
class VScrollBar : public ScrollBar {
OBJ_TYPE( VScrollBar, ScrollBar );
public:
VScrollBar() : ScrollBar(VERTICAL) { set_h_size_flags(0); }
};
#endif