2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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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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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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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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2017-03-05 15:44:50 +00:00
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GDCLASS(ScrollBar, Range);
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2016-03-08 23:00:52 +00:00
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2017-05-02 20:13:12 +00:00
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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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2014-02-10 01:10:30 +00:00
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};
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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static bool focus_by_default;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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Orientation orientation;
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Size2 size;
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2021-02-09 17:24:36 +00:00
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float custom_step = -1.0;
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2016-03-08 23:00:52 +00:00
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2020-02-19 19:12:07 +00:00
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HighlightStatus highlight = HIGHLIGHT_NONE;
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2016-03-08 23:00:52 +00:00
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2021-08-17 19:06:19 +00:00
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bool incr_active = false;
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bool decr_active = false;
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2014-02-10 01:10:30 +00:00
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struct Drag {
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2020-02-19 19:12:07 +00:00
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bool active = false;
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2021-02-09 17:24:36 +00:00
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float pos_at_click = 0.0;
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float value_at_click = 0.0;
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2014-02-10 01:10:30 +00:00
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} drag;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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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_grabber_offset() const;
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2016-03-08 23:00:52 +00:00
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static void set_can_focus_by_default(bool p_can_focus);
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2014-06-17 14:58:35 +00:00
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2020-02-19 19:12:07 +00:00
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Node *drag_node = nullptr;
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2018-09-14 22:55:22 +00:00
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NodePath drag_node_path;
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2020-02-19 19:12:07 +00:00
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bool drag_node_enabled = true;
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2014-06-17 14:58:35 +00:00
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2022-11-14 17:21:06 +00:00
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Vector2 drag_node_speed;
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2018-09-14 22:55:22 +00:00
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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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2021-02-09 17:24:36 +00:00
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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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2020-02-19 19:12:07 +00:00
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bool drag_node_touching = false;
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bool drag_node_touching_deaccel = false;
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2021-02-09 17:24:36 +00:00
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bool click_handled = false;
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2014-06-19 05:23:03 +00:00
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2020-02-19 19:12:07 +00:00
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bool scrolling = false;
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2021-02-09 17:24:36 +00:00
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double target_scroll = 0.0;
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2020-02-19 19:12:07 +00:00
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bool smooth_scroll_enabled = false;
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2017-08-19 14:23:45 +00:00
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2022-08-31 12:02:40 +00:00
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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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2018-09-14 22:55:22 +00:00
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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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2016-03-08 23:00:52 +00:00
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2021-08-22 15:37:22 +00:00
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virtual void gui_input(const Ref<InputEvent> &p_event) override;
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2017-03-05 15:44:50 +00:00
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2016-03-08 23:00:52 +00:00
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protected:
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2022-08-31 12:02:40 +00:00
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void _notification(int p_what);
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2016-03-08 23:00:52 +00:00
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static void _bind_methods();
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2014-02-10 01:10:30 +00:00
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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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2018-09-14 22:55:22 +00:00
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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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2020-02-19 19:12:07 +00:00
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void set_drag_node_enabled(bool p_enable);
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2014-06-17 14:58:35 +00:00
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2017-08-19 14:23:45 +00:00
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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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2020-07-10 10:34:39 +00:00
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virtual Size2 get_minimum_size() const override;
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2017-03-05 15:44:50 +00:00
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ScrollBar(Orientation p_orientation = VERTICAL);
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2014-02-10 01:10:30 +00:00
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~ScrollBar();
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};
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class HScrollBar : public ScrollBar {
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2017-03-05 15:44:50 +00:00
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GDCLASS(HScrollBar, ScrollBar);
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2017-12-06 20:36:34 +00:00
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HScrollBar() :
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ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
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2014-02-10 01:10:30 +00:00
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};
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class VScrollBar : public ScrollBar {
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2017-03-05 15:44:50 +00:00
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GDCLASS(VScrollBar, ScrollBar);
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2016-03-08 23:00:52 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2017-12-06 20:36:34 +00:00
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VScrollBar() :
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ScrollBar(VERTICAL) { set_h_size_flags(0); }
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2014-02-10 01:10:30 +00:00
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};
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2022-07-23 21:41:51 +00:00
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#endif // SCROLL_BAR_H
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