godot/editor/gui/editor_title_bar.cpp
Yuri Sizov 4154039832 Improve includes of EditorNode (and everything else)
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.
2023-04-07 18:59:49 +02:00

87 lines
3.8 KiB
C++

/**************************************************************************/
/* editor_title_bar.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "editor_title_bar.h"
void EditorTitleBar::gui_input(const Ref<InputEvent> &p_event) {
if (!can_move) {
return;
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && moving) {
if (mm->get_button_mask().has_flag(MouseButtonMask::LEFT)) {
Window *w = Object::cast_to<Window>(get_viewport());
if (w) {
Point2 mouse = DisplayServer::get_singleton()->mouse_get_position();
w->set_position(mouse - click_pos);
}
} else {
moving = false;
}
}
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && has_point(mb->get_position())) {
Window *w = Object::cast_to<Window>(get_viewport());
if (w) {
if (mb->get_button_index() == MouseButton::LEFT) {
if (mb->is_pressed()) {
click_pos = DisplayServer::get_singleton()->mouse_get_position() - w->get_position();
moving = true;
} else {
moving = false;
}
}
if (mb->get_button_index() == MouseButton::LEFT && mb->is_double_click() && mb->is_pressed()) {
if (DisplayServer::get_singleton()->window_maximize_on_title_dbl_click()) {
if (w->get_mode() == Window::MODE_WINDOWED) {
w->set_mode(Window::MODE_MAXIMIZED);
} else if (w->get_mode() == Window::MODE_MAXIMIZED) {
w->set_mode(Window::MODE_WINDOWED);
}
} else if (DisplayServer::get_singleton()->window_minimize_on_title_dbl_click()) {
w->set_mode(Window::MODE_MINIMIZED);
}
moving = false;
}
}
}
}
void EditorTitleBar::set_can_move_window(bool p_enabled) {
can_move = p_enabled;
set_process_input(can_move);
}
bool EditorTitleBar::get_can_move_window() const {
return can_move;
}