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!
106 lines
3.6 KiB
C++
106 lines
3.6 KiB
C++
/*************************************************************************/
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/* split_container.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 SPLIT_CONTAINER_H
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#define SPLIT_CONTAINER_H
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#include "scene/gui/container.h"
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class SplitContainer : public Container {
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OBJ_TYPE(SplitContainer,Container);
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public:
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enum DraggerVisibility {
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DRAGGER_VISIBLE,
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DRAGGER_HIDDEN,
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DRAGGER_HIDDEN_COLLAPSED
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};
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private:
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bool vertical;
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int expand_ofs;
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int middle_sep;
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bool dragging;
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int drag_from;
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int drag_ofs;
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bool collapsed;
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DraggerVisibility dragger_visibility;
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bool mouse_inside;
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Control *_getch(int p_idx) const;
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void _resort();
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protected:
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void _input_event(const InputEvent& p_event);
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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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void set_split_offset(int p_offset);
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int get_split_offset() const;
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void set_collapsed(bool p_collapsed);
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bool is_collapsed() const;
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void set_dragger_visibility(DraggerVisibility p_visibility);
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DraggerVisibility get_dragger_visibility() const;
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virtual CursorShape get_cursor_shape(const Point2& p_pos=Point2i()) const;
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virtual Size2 get_minimum_size() const;
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SplitContainer(bool p_vertical=false);
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};
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VARIANT_ENUM_CAST(SplitContainer::DraggerVisibility);
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class HSplitContainer : public SplitContainer {
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OBJ_TYPE(HSplitContainer,SplitContainer);
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public:
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HSplitContainer() : SplitContainer(false) {set_default_cursor_shape(CURSOR_HSPLIT);}
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};
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class VSplitContainer : public SplitContainer {
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OBJ_TYPE(VSplitContainer,SplitContainer);
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public:
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VSplitContainer() : SplitContainer(true) {set_default_cursor_shape(CURSOR_VSPLIT);}
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};
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#endif // SPLIT_CONTAINER_H
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