1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204
|
/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
IGUIScrollBar
*/
#include "precompiled.h"
#include "GUI.h"
#include "maths/MathUtil.h"
//-------------------------------------------------------------------
// IGUIScrollBar
//-------------------------------------------------------------------
IGUIScrollBar::IGUIScrollBar() : m_pStyle(NULL), m_pGUI(NULL),
m_X(300.f), m_Y(300.f),
m_ScrollRange(1.f), m_ScrollSpace(0.f), // MaxPos: not 0, due to division.
m_Length(200.f), m_Width(20.f),
m_BarSize(0.f), m_Pos(0.f),
m_ButtonPlusPressed(false),
m_ButtonMinusPressed(false),
m_ButtonPlusHovered(false),
m_ButtonMinusHovered(false),
m_BarHovered(false),
m_BarPressed(false)
{
}
IGUIScrollBar::~IGUIScrollBar()
{
}
void IGUIScrollBar::SetupBarSize()
{
if (!GetStyle())
return;
float min = GetStyle()->m_MinimumBarSize;
float max = GetStyle()->m_MaximumBarSize;
float length = m_Length;
// Check for edge buttons
if (GetStyle()->m_UseEdgeButtons)
length -= GetStyle()->m_Width * 2.f;
// Check min and max are valid
if (min > length)
min = 0.f;
if (max < min)
max = length;
// Clamp size to not exceed a minimum or maximum.
m_BarSize = clamp(length * std::min((float)m_ScrollSpace / (float)m_ScrollRange, 1.f), min, max);
}
const SGUIScrollBarStyle *IGUIScrollBar::GetStyle() const
{
if (!m_pHostObject)
return NULL;
return m_pHostObject->GetScrollBarStyle(m_ScrollBarStyle);
}
CGUI *IGUIScrollBar::GetGUI() const
{
if (!m_pHostObject)
return NULL;
return m_pHostObject->GetGUI();
}
void IGUIScrollBar::UpdatePosBoundaries()
{
if (m_Pos < 0.f ||
m_ScrollRange < m_ScrollSpace) // <= scrolling not applicable
m_Pos = 0.f;
else
if (m_Pos > GetMaxPos())
m_Pos = GetMaxPos();
}
void IGUIScrollBar::HandleMessage(SGUIMessage &Message)
{
switch (Message.type)
{
case GUIM_MOUSE_MOTION:
{
// TODO Gee: Optimizations needed!
CPos mouse = m_pHostObject->GetMousePos();
// If bar is being dragged
if (m_BarPressed)
{
SetPosFromMousePos(mouse);
UpdatePosBoundaries();
}
// check if components are being hovered
m_BarHovered = GetBarRect().PointInside(mouse);
m_ButtonMinusHovered = HoveringButtonMinus(mouse);
m_ButtonPlusHovered = HoveringButtonPlus(mouse);
if (!m_ButtonMinusHovered)
m_ButtonMinusPressed = false;
if (!m_ButtonPlusHovered)
m_ButtonPlusPressed = false;
break;
}
case GUIM_MOUSE_PRESS_LEFT:
{
if (!m_pHostObject)
break;
CPos mouse = m_pHostObject->GetMousePos();
// if bar is pressed
if (GetBarRect().PointInside(mouse))
{
m_BarPressed = true;
m_BarPressedAtPos = mouse;
m_PosWhenPressed = m_Pos;
}
else
// if button-minus is pressed
if (m_ButtonMinusHovered)
{
m_ButtonMinusPressed = true;
ScrollMinus();
}
else
// if button-plus is pressed
if (m_ButtonPlusHovered)
{
m_ButtonPlusPressed = true;
ScrollPlus();
}
else
// Pressing the background of the bar, to scroll
// notice the if-sentence alone does not admit that,
// it must be after the above if/elses
{
if (GetOuterRect().PointInside(mouse))
{
// Scroll plus or minus a lot, this might change, it doesn't
// have to be fancy though.
if (mouse.y < GetBarRect().top)
ScrollMinusPlenty();
else
ScrollPlusPlenty();
// Simulate mouse movement to see if bar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
}
}
break;
}
case GUIM_MOUSE_RELEASE_LEFT:
{
m_ButtonMinusPressed = false;
m_ButtonPlusPressed = false;
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
ScrollMinus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_MOUSE_WHEEL_DOWN:
{
ScrollPlus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
default:
break;
}
}
|