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								/*************************************************************************/
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								/*  scroll_bar.h                                                         */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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 SCROLL_BAR_H
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								#define SCROLL_BAR_H
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								#include "scene/gui/range.h"
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								class ScrollBar : public Range {
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									GDCLASS(ScrollBar, Range);
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									enum HighlightStatus {
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										HIGHLIGHT_NONE,
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										HIGHLIGHT_DECR,
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										HIGHLIGHT_RANGE,
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										HIGHLIGHT_INCR,
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									};
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									static bool focus_by_default;
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									Orientation orientation;
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									Size2 size;
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									float custom_step = -1.0;
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									HighlightStatus highlight = HIGHLIGHT_NONE;
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									struct Drag {
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										bool active = false;
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										float pos_at_click = 0.0;
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										float value_at_click = 0.0;
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									} drag;
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									double get_grabber_size() const;
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									double get_grabber_min_size() const;
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									double get_area_size() const;
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									double get_area_offset() const;
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									double get_grabber_offset() const;
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									static void set_can_focus_by_default(bool p_can_focus);
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									Node *drag_node = nullptr;
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									NodePath drag_node_path;
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									bool drag_node_enabled = true;
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									Vector2 drag_node_speed = Vector2();
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									Vector2 drag_node_accum;
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									Vector2 drag_node_from;
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									Vector2 last_drag_node_accum;
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									float last_drag_node_time = 0.0;
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									float time_since_motion = 0.0;
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									bool drag_node_touching = false;
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									bool drag_node_touching_deaccel = false;
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									bool click_handled = false;
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									bool scrolling = false;
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									double target_scroll = 0.0;
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									bool smooth_scroll_enabled = false;
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									void _drag_node_exit();
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									void _drag_node_input(const Ref<InputEvent> &p_input);
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									void _gui_input(Ref<InputEvent> p_event);
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								protected:
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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_custom_step(float p_custom_step);
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									float get_custom_step() const;
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									void set_drag_node(const NodePath &p_path);
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									NodePath get_drag_node() const;
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									void set_drag_node_enabled(bool p_enable);
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									void set_smooth_scroll_enabled(bool p_enable);
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									bool is_smooth_scroll_enabled() const;
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									virtual Size2 get_minimum_size() const override;
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									ScrollBar(Orientation p_orientation = VERTICAL);
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									~ScrollBar();
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								};
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								class HScrollBar : public ScrollBar {
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									GDCLASS(HScrollBar, ScrollBar);
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								public:
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									HScrollBar() :
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											ScrollBar(HORIZONTAL) { set_v_size_flags(0); }
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								};
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								class VScrollBar : public ScrollBar {
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									GDCLASS(VScrollBar, ScrollBar);
							 | 
						
					
						
							
								
									
										
										
										
											2016-03-09 00:00:52 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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							 | 
							
							
								
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											2017-03-05 16:44:50 +01:00
										 
									 
								 
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								public:
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											2017-12-06 21:36:34 +01:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
									VScrollBar() :
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
											ScrollBar(VERTICAL) { set_h_size_flags(0); }
							 | 
						
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								};
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
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								#endif
							 |