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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/std/algorithm.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_slider.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
GUISlider::GUISlider() {
MinValue = 0;
MaxValue = 10;
Value = 0;
BgImage = 0;
HandleImage = 0;
HandleOffset = 0;
IsMousePressed = false;
_scEventCount = 1;
_scEventNames[0] = "Change";
_scEventArgs[0] = "GUIControl *control";
_handleRange = 0;
}
bool GUISlider::IsHorizontal() const {
return _width > _height;
}
bool GUISlider::HasAlphaChannel() const {
return is_sprite_alpha(BgImage) || is_sprite_alpha(HandleImage);
}
bool GUISlider::IsOverControl(int x, int y, int leeway) const {
// check the overall boundary
if (GUIObject::IsOverControl(x, y, leeway))
return true;
// now check the handle too
return _cachedHandle.IsInside(Point(x - X, y - Y));
}
Rect GUISlider::CalcGraphicRect(bool /*clipped*/) {
// Sliders are never clipped as of 3.6.0
// TODO: precalculate everything on width/height/graphic change!!
UpdateMetrics();
Rect logical = RectWH(0, 0, _width, _height);
Rect bar = _cachedBar;
Rect handle = _cachedHandle;
return Rect(
MIN(MIN(logical.Left, bar.Left), handle.Left),
MIN(MIN(logical.Top, bar.Top), handle.Top),
MAX(MAX(logical.Right, bar.Right), handle.Right),
MAX(MAX(logical.Bottom, bar.Bottom), handle.Bottom)
);
}
void GUISlider::UpdateMetrics() {
// Clamp Value
// TODO: this is necessary here because some Slider fields are still public
if (MinValue >= MaxValue)
MaxValue = MinValue + 1;
Value = Math::Clamp(Value, MinValue, MaxValue);
// Test if sprite is available; // TODO: return a placeholder from spriteset instead!
const int handle_im = ((HandleImage > 0) && _GP(spriteset).DoesSpriteExist(HandleImage)) ? HandleImage : 0;
// Depending on slider's orientation, thickness is either Height or Width
const int thickness = IsHorizontal() ? _height : _width;
// "thick_f" is the factor for calculating relative element positions
const int thick_f = thickness / 3; // one third of the control's thickness
// Bar thickness
const int bar_thick = thick_f * 2 + 2;
// Calculate handle size
Size handle_sz;
if (handle_im > 0) // handle is a sprite
{
handle_sz = Size(get_adjusted_spritewidth(handle_im),
get_adjusted_spriteheight(handle_im));
} else // handle is a drawn rectangle
{
if (IsHorizontal())
handle_sz = Size(get_fixed_pixel_size(4) + 1, bar_thick + (thick_f - 1) * 2);
else
handle_sz = Size(bar_thick + (thick_f - 1) * 2, get_fixed_pixel_size(4) + 1);
}
// Calculate bar and handle positions
Rect bar;
Rect handle;
int handle_range;
if (IsHorizontal()) // horizontal slider
{
// Value pos is a coordinate corresponding to current slider's value
bar = RectWH(1, _height / 2 - thick_f, _width - 1, bar_thick);
handle_range = _width - 4;
int value_pos = (int)(((float)(Value - MinValue) * (float)handle_range) / (float)(MaxValue - MinValue));
handle = RectWH((bar.Left + get_fixed_pixel_size(2)) - (handle_sz.Width / 2) + 1 + value_pos - 2,
bar.Top + (bar.GetHeight() - handle_sz.Height) / 2,
handle_sz.Width, handle_sz.Height);
handle.MoveToY(handle.Top + data_to_game_coord(HandleOffset));
}
// vertical slider
else {
bar = RectWH(_width / 2 - thick_f, 1, bar_thick, _height - 1);
handle_range = _height - 4;
int value_pos = (int)(((float)(MaxValue - Value) * (float)handle_range) / (float)(MaxValue - MinValue));
handle = RectWH(bar.Left + (bar.GetWidth() - handle_sz.Width) / 2,
(bar.Top + get_fixed_pixel_size(2)) - (handle_sz.Height / 2) + 1 + value_pos - 2,
handle_sz.Width, handle_sz.Height);
handle.MoveToX(handle.Left + data_to_game_coord(HandleOffset));
}
_cachedBar = bar;
_cachedHandle = handle;
_handleRange = MAX(1, handle_range);
}
void GUISlider::Draw(Bitmap *ds, int x, int y) {
UpdateMetrics();
Rect bar = Rect::MoveBy(_cachedBar, x, y);
Rect handle = Rect::MoveBy(_cachedHandle, x, y);
color_t draw_color;
if (BgImage > 0) {
// tiled image as slider background
int x_inc = 0;
int y_inc = 0;
if (IsHorizontal()) {
x_inc = get_adjusted_spritewidth(BgImage);
// centre the image vertically
bar.Top = y + (_height / 2) - get_adjusted_spriteheight(BgImage) / 2;
} else {
y_inc = get_adjusted_spriteheight(BgImage);
// centre the image horizontally
bar.Left = x + (_width / 2) - get_adjusted_spritewidth(BgImage) / 2;
}
int cx = bar.Left;
int cy = bar.Top;
// draw the tiled background image
do {
draw_gui_sprite(ds, BgImage, cx, cy, true);
cx += x_inc;
cy += y_inc;
// done as a do..while so that at least one of the image is drawn
} while ((cx + x_inc <= bar.Right) && (cy + y_inc <= bar.Bottom));
} else {
// normal grey background
draw_color = ds->GetCompatibleColor(16);
ds->FillRect(bar, draw_color);
draw_color = ds->GetCompatibleColor(8);
ds->DrawLine(Line(bar.Left, bar.Top, bar.Left, bar.Bottom), draw_color);
ds->DrawLine(Line(bar.Left, bar.Top, bar.Right, bar.Top), draw_color);
draw_color = ds->GetCompatibleColor(15);
ds->DrawLine(Line(bar.Right, bar.Top + 1, bar.Right, bar.Bottom), draw_color);
ds->DrawLine(Line(bar.Left, bar.Bottom, bar.Right, bar.Bottom), draw_color);
}
// Test if sprite is available; // TODO: return a placeholder from spriteset instead!
const int handle_im = ((HandleImage > 0) && _GP(spriteset).DoesSpriteExist(HandleImage)) ? HandleImage : 0;
if (handle_im > 0) // handle is a sprite
{
draw_gui_sprite(ds, handle_im, handle.Left, handle.Top, true);
} else // handle is a drawn rectangle
{
// normal grey tracker handle
draw_color = ds->GetCompatibleColor(7);
ds->FillRect(handle, draw_color);
draw_color = ds->GetCompatibleColor(15);
ds->DrawLine(Line(handle.Left, handle.Top, handle.Right, handle.Top), draw_color);
ds->DrawLine(Line(handle.Left, handle.Top, handle.Left, handle.Bottom), draw_color);
draw_color = ds->GetCompatibleColor(16);
ds->DrawLine(Line(handle.Right, handle.Top + 1, handle.Right, handle.Bottom), draw_color);
ds->DrawLine(Line(handle.Left + 1, handle.Bottom, handle.Right, handle.Bottom), draw_color);
}
}
bool GUISlider::OnMouseDown() {
IsMousePressed = true;
// lock focus to ourselves
return true;
}
void GUISlider::OnMouseMove(int x, int y) {
if (!IsMousePressed)
return;
int32_t value;
assert(_handleRange > 0);
if (IsHorizontal())
value = (int)(((float)((x - X) - 2) * (float)(MaxValue - MinValue)) / (float)_handleRange) + MinValue;
else
value = (int)(((float)(((Y + _height) - y) - 2) * (float)(MaxValue - MinValue)) / (float)_handleRange) + MinValue;
value = Math::Clamp(value, MinValue, MaxValue);
if (value != Value) {
Value = value;
MarkChanged();
}
IsActivated = true;
}
void GUISlider::OnMouseUp() {
IsMousePressed = false;
}
void GUISlider::ReadFromFile(Stream *in, GuiVersion gui_version) {
GUIObject::ReadFromFile(in, gui_version);
MinValue = in->ReadInt32();
MaxValue = in->ReadInt32();
Value = in->ReadInt32();
if (gui_version < kGuiVersion_350) { // NOTE: reading into actual variables only for old savegame support
IsMousePressed = in->ReadInt32() != 0;
}
if (gui_version >= kGuiVersion_unkn_104) {
HandleImage = in->ReadInt32();
HandleOffset = in->ReadInt32();
BgImage = in->ReadInt32();
} else {
HandleImage = -1;
HandleOffset = 0;
BgImage = 0;
}
UpdateMetrics();
}
void GUISlider::WriteToFile(Stream *out) const {
GUIObject::WriteToFile(out);
out->WriteInt32(MinValue);
out->WriteInt32(MaxValue);
out->WriteInt32(Value);
out->WriteInt32(HandleImage);
out->WriteInt32(HandleOffset);
out->WriteInt32(BgImage);
}
void GUISlider::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
GUIObject::ReadFromSavegame(in, svg_ver);
BgImage = in->ReadInt32();
HandleImage = in->ReadInt32();
HandleOffset = in->ReadInt32();
MinValue = in->ReadInt32();
MaxValue = in->ReadInt32();
Value = in->ReadInt32();
UpdateMetrics();
}
void GUISlider::WriteToSavegame(Stream *out) const {
GUIObject::WriteToSavegame(out);
out->WriteInt32(BgImage);
out->WriteInt32(HandleImage);
out->WriteInt32(HandleOffset);
out->WriteInt32(MinValue);
out->WriteInt32(MaxValue);
out->WriteInt32(Value);
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3
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