c7bc44d5ad
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!
91 lines
3.1 KiB
C++
91 lines
3.1 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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/* 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 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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OBJ_TYPE( Slider, Range );
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struct Grab {
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int pos;
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float uvalue;
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bool active;
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} grab;
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int ticks;
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bool mouse_inside;
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Orientation orientation;
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float custom_step;
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protected:
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void _input_event(InputEvent p_event);
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void _notification(int p_what);
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static void _bind_methods();
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bool ticks_on_borders;
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public:
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virtual Size2 get_minimum_size() const;
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void set_custom_step(float p_custom_step);
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float 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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Slider(Orientation p_orientation=VERTICAL);
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};
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class HSlider : public Slider {
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OBJ_TYPE( HSlider, Slider );
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public:
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HSlider() : Slider(HORIZONTAL) { set_v_size_flags(0);}
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};
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class VSlider : public Slider {
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OBJ_TYPE( VSlider, Slider );
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public:
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VSlider() : Slider(VERTICAL) { set_h_size_flags(0);}
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};
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#endif // SLIDER_H
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