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/*************************************************************************/
/* 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 = 0;
float value_at_click = 0;
} drag;
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;
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
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