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/*************************************************************************/
/*  split_container.h                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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 SPLIT_CONTAINER_H
#define SPLIT_CONTAINER_H

#include "scene/gui/container.h"

class SplitContainer : public Container {
	GDCLASS(SplitContainer, Container);

public:
	enum DraggerVisibility {
		DRAGGER_VISIBLE,
		DRAGGER_HIDDEN,
		DRAGGER_HIDDEN_COLLAPSED
	};

private:
	int split_offset = 0;
	int middle_sep = 0;
	bool vertical = false;
	bool dragging = false;
	int drag_from = 0;
	int drag_ofs = 0;
	bool collapsed = false;
	DraggerVisibility dragger_visibility = DRAGGER_VISIBLE;
	bool mouse_inside = false;

	struct ThemeCache {
		int separation = 0;
		int autohide = 0;
		Ref<Texture2D> grabber_icon;
		Ref<Texture2D> grabber_icon_h;
		Ref<Texture2D> grabber_icon_v;
	} theme_cache;

	Control *_getch(int p_idx) const;

	Ref<Texture2D> _get_grabber_icon() const;
	void _compute_middle_sep(bool p_clamp);
	void _resort();

protected:
	bool is_fixed = false;

	virtual void gui_input(const Ref<InputEvent> &p_event) override;
	virtual void _update_theme_item_cache() override;

	void _notification(int p_what);
	void _validate_property(PropertyInfo &p_property) const;
	static void _bind_methods();

public:
	void set_split_offset(int p_offset);
	int get_split_offset() const;
	void clamp_split_offset();

	void set_collapsed(bool p_collapsed);
	bool is_collapsed() const;

	void set_dragger_visibility(DraggerVisibility p_visibility);
	DraggerVisibility get_dragger_visibility() const;

	void set_vertical(bool p_vertical);
	bool is_vertical() const;

	virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;

	virtual Size2 get_minimum_size() const override;

	virtual Vector<int> get_allowed_size_flags_horizontal() const override;
	virtual Vector<int> get_allowed_size_flags_vertical() const override;

	SplitContainer(bool p_vertical = false);
};

VARIANT_ENUM_CAST(SplitContainer::DraggerVisibility);

class HSplitContainer : public SplitContainer {
	GDCLASS(HSplitContainer, SplitContainer);

public:
	HSplitContainer() :
			SplitContainer(false) { is_fixed = true; }
};

class VSplitContainer : public SplitContainer {
	GDCLASS(VSplitContainer, SplitContainer);

public:
	VSplitContainer() :
			SplitContainer(true) { is_fixed = true; }
};

#endif // SPLIT_CONTAINER_H