virtualx-engine/scene/gui/slider.h

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/**************************************************************************/
/* slider.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 SLIDER_H
#define SLIDER_H
#include "scene/gui/range.h"
class Slider : public Range {
GDCLASS(Slider, Range);
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struct Grab {
int pos = 0;
double uvalue = 0.0;
bool active = false;
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} grab;
int ticks = 0;
bool mouse_inside = false;
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Orientation orientation;
double custom_step = -1.0;
bool editable = true;
bool scrollable = true;
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const float DEFAULT_GAMEPAD_EVENT_DELAY_MS = 0.5;
const float GAMEPAD_EVENT_REPEAT_RATE_MS = 1.0 / 20;
float gamepad_event_delay_ms = DEFAULT_GAMEPAD_EVENT_DELAY_MS;
struct ThemeCache {
Ref<StyleBox> slider_style;
Ref<StyleBox> grabber_area_style;
Ref<StyleBox> grabber_area_hl_style;
Ref<Texture2D> grabber_icon;
Ref<Texture2D> grabber_hl_icon;
Ref<Texture2D> grabber_disabled_icon;
Ref<Texture2D> tick_icon;
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bool center_grabber = false;
int grabber_offset = 0;
} theme_cache;
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protected:
bool ticks_on_borders = false;
virtual void gui_input(const Ref<InputEvent> &p_event) override;
virtual void _update_theme_item_cache() override;
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void _notification(int p_what);
static void _bind_methods();
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public:
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virtual Size2 get_minimum_size() const override;
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void set_custom_step(double p_custom_step);
double get_custom_step() const;
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void set_ticks(int p_count);
int get_ticks() const;
void set_ticks_on_borders(bool);
bool get_ticks_on_borders() const;
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void set_editable(bool p_editable);
bool is_editable() const;
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void set_scrollable(bool p_scrollable);
bool is_scrollable() const;
Slider(Orientation p_orientation = VERTICAL);
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};
class HSlider : public Slider {
GDCLASS(HSlider, Slider);
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public:
HSlider() :
Slider(HORIZONTAL) { set_v_size_flags(0); }
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};
class VSlider : public Slider {
GDCLASS(VSlider, Slider);
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public:
VSlider() :
Slider(VERTICAL) { set_h_size_flags(0); }
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};
#endif // SLIDER_H