f00c971b81
Fix: InputEventJoypadMotion should trigger only once on a vslider
115 lines
4 KiB
C++
115 lines
4 KiB
C++
/**************************************************************************/
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/* slider.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SLIDER_H
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#define SLIDER_H
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#include "scene/gui/range.h"
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class Slider : public Range {
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GDCLASS(Slider, Range);
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struct Grab {
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int pos = 0;
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double uvalue = 0.0;
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bool active = false;
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} grab;
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int ticks = 0;
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bool mouse_inside = false;
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Orientation orientation;
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double custom_step = -1.0;
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bool editable = true;
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bool scrollable = true;
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const float DEFAULT_GAMEPAD_EVENT_DELAY_MS = 0.5;
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const float GAMEPAD_EVENT_REPEAT_RATE_MS = 1.0 / 20;
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float gamepad_event_delay_ms = DEFAULT_GAMEPAD_EVENT_DELAY_MS;
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struct ThemeCache {
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Ref<StyleBox> slider_style;
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Ref<StyleBox> grabber_area_style;
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Ref<StyleBox> grabber_area_hl_style;
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Ref<Texture2D> grabber_icon;
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Ref<Texture2D> grabber_hl_icon;
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Ref<Texture2D> grabber_disabled_icon;
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Ref<Texture2D> tick_icon;
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bool center_grabber = false;
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int grabber_offset = 0;
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} theme_cache;
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protected:
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bool ticks_on_borders = false;
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virtual void gui_input(const Ref<InputEvent> &p_event) override;
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virtual void _update_theme_item_cache() override;
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void _notification(int p_what);
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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);
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double get_custom_step() const;
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void set_ticks(int p_count);
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int get_ticks() const;
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void set_ticks_on_borders(bool);
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bool get_ticks_on_borders() const;
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void set_editable(bool p_editable);
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bool is_editable() const;
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void set_scrollable(bool p_scrollable);
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bool is_scrollable() const;
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Slider(Orientation p_orientation = VERTICAL);
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};
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class HSlider : public Slider {
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GDCLASS(HSlider, Slider);
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public:
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HSlider() :
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Slider(HORIZONTAL) { set_v_size_flags(0); }
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};
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class VSlider : public Slider {
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GDCLASS(VSlider, Slider);
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public:
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VSlider() :
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Slider(VERTICAL) { set_h_size_flags(0); }
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};
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#endif // SLIDER_H
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