godot/scene/gui/scroll_bar.h

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/*************************************************************************/
/* scroll_bar.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 {
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GDCLASS(ScrollBar, Range);
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enum HighlightStatus {
HIGHLIGHT_NONE,
HIGHLIGHT_DECR,
HIGHLIGHT_RANGE,
HIGHLIGHT_INCR,
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};
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static bool focus_by_default;
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Orientation orientation;
Size2 size;
float custom_step;
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HighlightStatus highlight;
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struct Drag {
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bool active;
float pos_at_click;
float value_at_click;
} drag;
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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;
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double get_grabber_offset() const;
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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;
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bool scrolling;
double target_scroll;
bool smooth_scroll_enabled;
void _drag_slave_exit();
void _drag_slave_input(const Ref<InputEvent> &p_input);
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void _gui_input(Ref<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:
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;
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void set_smooth_scroll_enabled(bool p_enable);
bool is_smooth_scroll_enabled() const;
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virtual Size2 get_minimum_size() const;
ScrollBar(Orientation p_orientation = VERTICAL);
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~ScrollBar();
};
class HScrollBar : public ScrollBar {
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GDCLASS(HScrollBar, ScrollBar);
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public:
HScrollBar()
: ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
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};
class VScrollBar : public ScrollBar {
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GDCLASS(VScrollBar, ScrollBar);
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public:
VScrollBar()
: ScrollBar(VERTICAL) { set_h_size_flags(0); }
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};
#endif