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/* 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"
//-------------------------------------------------------------------
// 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(0.5f), m_Pos(0.f),
m_UseEdgeButtons(true),
m_ButtonPlusPressed(false),
m_ButtonMinusPressed(false),
m_ButtonPlusHovered(false),
m_ButtonMinusHovered(false),
m_BarHovered(false),
m_BarPressed(false)
{
}
IGUIScrollBar::~IGUIScrollBar()
{
}
void IGUIScrollBar::SetupBarSize()
{
m_BarSize = std::min((float)m_ScrollSpace/(float)m_ScrollRange, 1.f);
}
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 > m_ScrollRange - m_ScrollSpace)
m_Pos = m_ScrollRange - m_ScrollSpace;
}
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();
}
CRect bar_rect = GetBarRect();
// check if components are being hovered
m_BarHovered = bar_rect.PointInside(mouse);
m_ButtonMinusHovered = HoveringButtonMinus(m_pHostObject->GetMousePos());
m_ButtonPlusHovered = HoveringButtonPlus(m_pHostObject->GetMousePos());
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;
default:
break;
}
}
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