virtualx-engine/scene/gui/scroll_container.h
Ruslan Mustakov dcf5be92a3 Make BaseButton not emit press when container is scrolled
This fixes the problem described in #13996 in a proper way.

This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
2018-04-09 20:34:52 +07:00

102 lines
3.4 KiB
C++

/*************************************************************************/
/* scroll_container.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
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/* 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.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
#ifndef SCROLL_CONTAINER_H
#define SCROLL_CONTAINER_H
#include "container.h"
#include "scroll_bar.h"
class ScrollContainer : public Container {
GDCLASS(ScrollContainer, Container);
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Size2 child_max_size;
Size2 scroll;
void update_scrollbars();
Vector2 drag_speed;
Vector2 drag_accum;
Vector2 drag_from;
Vector2 last_drag_accum;
float last_drag_time;
float time_since_motion;
bool drag_touching;
bool drag_touching_deaccel;
bool click_handled;
bool beyond_deadzone;
bool scroll_h;
bool scroll_v;
int deadzone;
void _cancel_drag();
protected:
Size2 get_minimum_size() const;
void _gui_input(const Ref<InputEvent> &p_gui_input);
void _notification(int p_what);
void _scroll_moved(float);
static void _bind_methods();
void _update_scrollbar_position();
public:
int get_v_scroll() const;
void set_v_scroll(int p_pos);
int get_h_scroll() const;
void set_h_scroll(int p_pos);
void set_enable_h_scroll(bool p_enable);
bool is_h_scroll_enabled() const;
void set_enable_v_scroll(bool p_enable);
bool is_v_scroll_enabled() const;
int get_deadzone() const;
void set_deadzone(int p_deadzone);
virtual bool clips_input() const;
virtual String get_configuration_warning() const;
ScrollContainer();
};
#endif