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