godot/scene/gui/scroll_bar.h

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/**************************************************************************/
/* scroll_bar.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#ifndef SCROLL_BAR_H
#define SCROLL_BAR_H
#include "scene/gui/range.h"
class ScrollBar : public Range {
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 = -1.0;
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HighlightStatus highlight = HIGHLIGHT_NONE;
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bool incr_active = false;
bool decr_active = false;
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struct Drag {
bool active = false;
float pos_at_click = 0.0;
float value_at_click = 0.0;
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} 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_grabber_offset() const;
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static void set_can_focus_by_default(bool p_can_focus);
Node *drag_node = nullptr;
NodePath drag_node_path;
bool drag_node_enabled = true;
Vector2 drag_node_speed;
Vector2 drag_node_accum;
Vector2 drag_node_from;
Vector2 last_drag_node_accum;
float last_drag_node_time = 0.0;
float time_since_motion = 0.0;
bool drag_node_touching = false;
bool drag_node_touching_deaccel = false;
bool click_handled = false;
bool scrolling = false;
double target_scroll = 0.0;
bool smooth_scroll_enabled = false;
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struct ThemeCache {
Ref<StyleBox> scroll_style;
Ref<StyleBox> scroll_focus_style;
Ref<StyleBox> scroll_offset_style;
Ref<StyleBox> grabber_style;
Ref<StyleBox> grabber_hl_style;
Ref<StyleBox> grabber_pressed_style;
Ref<Texture2D> increment_icon;
Ref<Texture2D> increment_hl_icon;
Ref<Texture2D> increment_pressed_icon;
Ref<Texture2D> decrement_icon;
Ref<Texture2D> decrement_hl_icon;
Ref<Texture2D> decrement_pressed_icon;
} theme_cache;
void _drag_node_exit();
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:
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:
void set_custom_step(float p_custom_step);
float get_custom_step() const;
void set_drag_node(const NodePath &p_path);
NodePath get_drag_node() const;
void set_drag_node_enabled(bool p_enable);
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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 override;
ScrollBar(Orientation p_orientation = VERTICAL);
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~ScrollBar();
};
class HScrollBar : public ScrollBar {
GDCLASS(HScrollBar, ScrollBar);
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public:
HScrollBar() :
ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
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};
class VScrollBar : public ScrollBar {
GDCLASS(VScrollBar, ScrollBar);
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public:
VScrollBar() :
ScrollBar(VERTICAL) { set_h_size_flags(0); }
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};
#endif // SCROLL_BAR_H