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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
149 lines
4.8 KiB
C++
149 lines
4.8 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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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 = -1.0;
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HighlightStatus highlight = HIGHLIGHT_NONE;
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bool incr_active = false;
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bool decr_active = false;
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struct Drag {
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bool active = false;
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float pos_at_click = 0.0;
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float value_at_click = 0.0;
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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_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 = nullptr;
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NodePath drag_node_path;
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bool drag_node_enabled = true;
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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 = 0.0;
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float time_since_motion = 0.0;
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bool drag_node_touching = false;
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bool drag_node_touching_deaccel = false;
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bool click_handled = false;
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bool scrolling = false;
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double target_scroll = 0.0;
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bool smooth_scroll_enabled = false;
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struct ThemeCache {
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Ref<StyleBox> scroll_style;
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Ref<StyleBox> scroll_focus_style;
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Ref<StyleBox> scroll_offset_style;
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Ref<StyleBox> grabber_style;
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Ref<StyleBox> grabber_hl_style;
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Ref<StyleBox> grabber_pressed_style;
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Ref<Texture2D> increment_icon;
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Ref<Texture2D> increment_hl_icon;
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Ref<Texture2D> increment_pressed_icon;
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Ref<Texture2D> decrement_icon;
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Ref<Texture2D> decrement_hl_icon;
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Ref<Texture2D> decrement_pressed_icon;
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} theme_cache;
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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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virtual void gui_input(const Ref<InputEvent> &p_event) override;
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protected:
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virtual void _update_theme_item_cache() override;
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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_drag_node_enabled(bool p_enable);
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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 override;
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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 // SCROLL_BAR_H
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