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https://github.com/bulletphysics/bullet3
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81 lines
2.0 KiB
C++
81 lines
2.0 KiB
C++
/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#pragma once
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#ifndef GWEN_CONTROLS_SLIDER_H
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#define GWEN_CONTROLS_SLIDER_H
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#include "Gwen/Controls/Base.h"
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#include "Gwen/Controls/Button.h"
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#include "Gwen/Controls/Dragger.h"
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#include "Gwen/Gwen.h"
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#include "Gwen/Skin.h"
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namespace Gwen
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{
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namespace ControlsInternal
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{
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class GWEN_EXPORT SliderBar : public ControlsInternal::Dragger
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{
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GWEN_CONTROL( SliderBar, ControlsInternal::Dragger );
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virtual void Render( Skin::Base* skin );
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};
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}
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namespace Controls
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{
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class GWEN_EXPORT Slider : public Base
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{
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GWEN_CONTROL( Slider, Base );
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virtual void Render( Skin::Base* skin ) = 0;
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virtual void Layout( Skin::Base* skin );
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virtual void SetClampToNotches( bool bClamp ) { m_bClampToNotches = bClamp; }
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virtual void SetNotchCount( int num ) { m_iNumNotches = num; }
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virtual int GetNotchCount() { return m_iNumNotches; }
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virtual void SetRange( float fMin, float fMax );
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virtual float GetValue();
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virtual void SetValue( float val, bool forceUpdate = true );
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virtual float CalculateValue();
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virtual void OnMoved( Controls::Base * control );
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virtual void OnMouseClickLeft( int /*x*/, int /*y*/, bool /*bDown*/ ){};
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virtual bool OnKeyRight( bool bDown ) { if ( bDown ) SetValue( GetValue() + 1, true ); return true; }
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virtual bool OnKeyLeft( bool bDown ) { if ( bDown ) SetValue( GetValue() - 1, true ); return true; }
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virtual bool OnKeyUp( bool bDown ) { if ( bDown ) SetValue( GetValue() + 1, true ); return true; }
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virtual bool OnKeyDown( bool bDown ) { if ( bDown ) SetValue( GetValue() - 1, true ); return true; }
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virtual void RenderFocus( Gwen::Skin::Base* skin);
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Gwen::Event::Caller onValueChanged;
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protected:
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virtual void SetValueInternal( float fVal );
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virtual void UpdateBarFromValue() = 0;
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ControlsInternal::SliderBar * m_SliderBar;
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bool m_bClampToNotches;
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int m_iNumNotches;
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float m_fValue;
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float m_fMin;
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float m_fMax;
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};
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}
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}
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#endif
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