godot/tools/editor/pane_drag.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

76 lines
3.2 KiB
C++

/*************************************************************************/
/* pane_drag.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "pane_drag.h"
void PaneDrag::_input_event(const InputEvent& p_input) {
if (p_input.type==InputEvent::MOUSE_MOTION && p_input.mouse_motion.button_mask&BUTTON_MASK_LEFT) {
emit_signal("dragged",Point2(p_input.mouse_motion.relative_x,p_input.mouse_motion.relative_y));
}
}
void PaneDrag::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_DRAW: {
Ref<Texture> icon = mouse_over?get_icon("PaneDragHover","EditorIcons"):get_icon("PaneDrag","EditorIcons");
if (!icon.is_null())
icon->draw(get_canvas_item(),Point2(0,0));
} break;
case NOTIFICATION_MOUSE_ENTER: mouse_over=true; update(); break;
case NOTIFICATION_MOUSE_EXIT: mouse_over=false; update(); break;
}
}
Size2 PaneDrag::get_minimum_size() const {
Ref<Texture> icon=get_icon("PaneDrag","EditorIcons");
if (!icon.is_null())
return icon->get_size();
return Size2();
}
void PaneDrag::_bind_methods() {
ObjectTypeDB::bind_method("_input_event",&PaneDrag::_input_event);
ADD_SIGNAL(MethodInfo("dragged",PropertyInfo(Variant::VECTOR2,"amount")));
}
PaneDrag::PaneDrag() {
mouse_over=false;
}