virtualx-engine/scene/gui/split_container.h

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/**************************************************************************/
/* split_container.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#ifndef SPLIT_CONTAINER_H
#define SPLIT_CONTAINER_H
#include "scene/gui/container.h"
class SplitContainerDragger : public Control {
GDCLASS(SplitContainerDragger, Control);
protected:
void _notification(int p_what);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
private:
bool dragging = false;
int drag_from = 0;
int drag_ofs = 0;
bool mouse_inside = false;
public:
virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
};
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class SplitContainer : public Container {
GDCLASS(SplitContainer, Container);
friend class SplitContainerDragger;
public:
enum DraggerVisibility {
DRAGGER_VISIBLE,
DRAGGER_HIDDEN,
DRAGGER_HIDDEN_COLLAPSED
};
private:
int split_offset = 0;
int middle_sep = 0;
bool vertical = false;
bool collapsed = false;
DraggerVisibility dragger_visibility = DRAGGER_VISIBLE;
SplitContainerDragger *dragging_area_control = nullptr;
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struct ThemeCache {
int separation = 0;
int minimum_grab_thickness = 0;
bool autohide = false;
Ref<Texture2D> grabber_icon;
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Ref<Texture2D> grabber_icon_h;
Ref<Texture2D> grabber_icon_v;
} theme_cache;
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Ref<Texture2D> _get_grabber_icon() const;
void _compute_middle_sep(bool p_clamp);
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void _resort();
Control *_get_sortable_child(int p_idx) const;
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protected:
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bool is_fixed = false;
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void _notification(int p_what);
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
public:
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void set_split_offset(int p_offset);
int get_split_offset() const;
void clamp_split_offset();
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void set_collapsed(bool p_collapsed);
bool is_collapsed() const;
void set_dragger_visibility(DraggerVisibility p_visibility);
DraggerVisibility get_dragger_visibility() const;
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void set_vertical(bool p_vertical);
bool is_vertical() const;
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virtual Size2 get_minimum_size() const override;
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virtual Vector<int> get_allowed_size_flags_horizontal() const override;
virtual Vector<int> get_allowed_size_flags_vertical() const override;
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SplitContainer(bool p_vertical = false);
};
VARIANT_ENUM_CAST(SplitContainer::DraggerVisibility);
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class HSplitContainer : public SplitContainer {
GDCLASS(HSplitContainer, SplitContainer);
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public:
HSplitContainer() :
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SplitContainer(false) { is_fixed = true; }
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};
class VSplitContainer : public SplitContainer {
GDCLASS(VSplitContainer, SplitContainer);
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public:
VSplitContainer() :
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SplitContainer(true) { is_fixed = true; }
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};
#endif // SPLIT_CONTAINER_H