godot/scene/gui/scroll_container.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

111 lines
3.6 KiB
C++

/*************************************************************************/
/* scroll_container.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_CONTAINER_H
#define SCROLL_CONTAINER_H
#include "container.h"
#include "scroll_bar.h"
class ScrollContainer : public Container {
GDCLASS(ScrollContainer, Container);
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Size2 child_max_size;
Size2 scroll;
void update_scrollbars();
Vector2 drag_speed;
Vector2 drag_accum;
Vector2 drag_from;
Vector2 last_drag_accum;
float last_drag_time;
float time_since_motion;
bool drag_touching;
bool drag_touching_deaccel;
bool click_handled;
bool beyond_deadzone;
bool scroll_h;
bool scroll_v;
int deadzone;
bool follow_focus;
void _cancel_drag();
protected:
Size2 get_minimum_size() const;
void _gui_input(const Ref<InputEvent> &p_gui_input);
void _notification(int p_what);
void _scroll_moved(float);
static void _bind_methods();
void _update_scrollbar_position();
void _ensure_focused_visible(Control *p_node);
public:
int get_v_scroll() const;
void set_v_scroll(int p_pos);
int get_h_scroll() const;
void set_h_scroll(int p_pos);
void set_enable_h_scroll(bool p_enable);
bool is_h_scroll_enabled() const;
void set_enable_v_scroll(bool p_enable);
bool is_v_scroll_enabled() const;
int get_deadzone() const;
void set_deadzone(int p_deadzone);
bool is_following_focus() const;
void set_follow_focus(bool p_follow);
HScrollBar *get_h_scrollbar();
VScrollBar *get_v_scrollbar();
virtual bool clips_input() const;
virtual String get_configuration_warning() const;
ScrollContainer();
};
#endif