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4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
87 lines
3.8 KiB
C++
87 lines
3.8 KiB
C++
/**************************************************************************/
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/* editor_title_bar.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#include "editor_title_bar.h"
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void EditorTitleBar::gui_input(const Ref<InputEvent> &p_event) {
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if (!can_move) {
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return;
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}
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && moving) {
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if (mm->get_button_mask().has_flag(MouseButtonMask::LEFT)) {
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Window *w = Object::cast_to<Window>(get_viewport());
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if (w) {
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Point2 mouse = DisplayServer::get_singleton()->mouse_get_position();
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w->set_position(mouse - click_pos);
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}
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} else {
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moving = false;
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}
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}
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Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid() && has_point(mb->get_position())) {
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Window *w = Object::cast_to<Window>(get_viewport());
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if (w) {
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if (mb->get_button_index() == MouseButton::LEFT) {
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if (mb->is_pressed()) {
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click_pos = DisplayServer::get_singleton()->mouse_get_position() - w->get_position();
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moving = true;
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} else {
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moving = false;
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}
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}
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if (mb->get_button_index() == MouseButton::LEFT && mb->is_double_click() && mb->is_pressed()) {
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if (DisplayServer::get_singleton()->window_maximize_on_title_dbl_click()) {
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if (w->get_mode() == Window::MODE_WINDOWED) {
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w->set_mode(Window::MODE_MAXIMIZED);
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} else if (w->get_mode() == Window::MODE_MAXIMIZED) {
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w->set_mode(Window::MODE_WINDOWED);
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}
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} else if (DisplayServer::get_singleton()->window_minimize_on_title_dbl_click()) {
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w->set_mode(Window::MODE_MINIMIZED);
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}
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moving = false;
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}
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}
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}
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}
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void EditorTitleBar::set_can_move_window(bool p_enabled) {
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can_move = p_enabled;
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set_process_input(can_move);
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}
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bool EditorTitleBar::get_can_move_window() const {
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return can_move;
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}
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