d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
97 lines
3.3 KiB
C++
97 lines
3.3 KiB
C++
/*************************************************************************/
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/* range.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 RANGE_H
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#define RANGE_H
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#include "scene/gui/control.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Range : public Control {
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OBJ_TYPE( Range, Control );
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struct Shared {
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double val,min,max;
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double step,page;
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bool exp_unit_value;
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Set<Range*> owners;
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void emit_value_changed();
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void emit_changed(const char *p_what="");
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};
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Shared *shared;
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void _ref_shared(Shared *p_shared);
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void _unref_shared();
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void _share(Node *p_range);
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void _value_changed_notify();
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void _changed_notify(const char *p_what="");
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protected:
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virtual void _value_changed(double) {}
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static void _bind_methods();
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bool _rounded_values;
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public:
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void set_val(double p_val);
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void set_min(double p_min);
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void set_max(double p_max);
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void set_step(double p_step);
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void set_page(double p_page);
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void set_unit_value(double p_value);
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double get_val() const;
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double get_min() const;
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double get_max() const;
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double get_step() const;
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double get_page() const;
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double get_unit_value() const;
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void set_rounded_values(bool p_enable);
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bool is_rounded_values() const;
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void set_exp_unit_value(bool p_enable);
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bool is_unit_value_exp() const;
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void share(Range *p_range);
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void unshare();
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Range();
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~Range();
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};
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#endif
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