/*************************************************************************/ /* scroll_bar.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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" class ScrollBar : public Range { GDCLASS(ScrollBar, Range); enum HighlightStatus { HIGHLIGHT_NONE, HIGHLIGHT_DECR, HIGHLIGHT_RANGE, HIGHLIGHT_INCR, }; static bool focus_by_default; Orientation orientation; Size2 size; float custom_step = -1; HighlightStatus highlight = HIGHLIGHT_NONE; struct Drag { bool active = false; float pos_at_click; float value_at_click; } drag; 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; double get_grabber_offset() const; 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(); Vector2 drag_node_accum; Vector2 drag_node_from; Vector2 last_drag_node_accum; float last_drag_node_time; float time_since_motion; bool drag_node_touching = false; bool drag_node_touching_deaccel = false; bool click_handled; bool scrolling = false; double target_scroll = 0; bool smooth_scroll_enabled = false; void _drag_node_exit(); void _drag_node_input(const Ref<InputEvent> &p_input); void _gui_input(Ref<InputEvent> p_event); protected: void _notification(int p_what); static void _bind_methods(); 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); void set_smooth_scroll_enabled(bool p_enable); bool is_smooth_scroll_enabled() const; virtual Size2 get_minimum_size() const override; ScrollBar(Orientation p_orientation = VERTICAL); ~ScrollBar(); }; class HScrollBar : public ScrollBar { GDCLASS(HScrollBar, ScrollBar); public: HScrollBar() : ScrollBar(HORIZONTAL) { set_v_size_flags(0); } }; class VScrollBar : public ScrollBar { GDCLASS(VScrollBar, ScrollBar); public: VScrollBar() : ScrollBar(VERTICAL) { set_h_size_flags(0); } }; #endif