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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 "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/input.h"
#include "engines/nancy/cursor.h"
#include "engines/nancy/ui/scrollbar.h"
namespace Nancy {
namespace UI {
Scrollbar::Scrollbar(uint16 zOrder, const Common::Rect &srcBounds, const Common::Point &topPosition, uint16 scrollDistance, bool isVertical) :
Scrollbar(zOrder, srcBounds, g_nancy->_graphics->_object0, topPosition, scrollDistance, isVertical) {}
Scrollbar::Scrollbar(uint16 zOrder, const Common::Rect &srcBounds, Graphics::ManagedSurface &srcSurf, const Common::Point &topPosition, uint16 scrollDistance, bool isVertical) :
RenderObject(zOrder),
_isVertical(isVertical),
_isClicked(false),
_currentPosition(0),
_maxDist(scrollDistance) {
_drawSurface.create(srcSurf, srcBounds);
_startPosition = topPosition;
_startPosition.x -= srcBounds.width() / 2;
if (!isVertical) {
_startPosition.y -= srcBounds.height() / 2;
}
_screenPosition = srcBounds;
_screenPosition.moveTo(_startPosition);
}
void Scrollbar::init() {
setTransparent(true);
RenderObject::init();
}
void Scrollbar::handleInput(NancyInput &input) {
// Note: the original engine's scrollbars only work if the cursor is inside
// the hotspot (happens if we remove the _isClicked check below). This doesn't make
// for great UX, however, so it has been fixed.
if (_screenPosition.contains(input.mousePos) || _isClicked) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspotArrow);
if (input.input & NancyInput::kLeftMouseButtonDown && !_isClicked) {
// Begin click and hold
_isClicked = true;
_mousePosOnClick = input.mousePos - Common::Point(_screenPosition.left, _screenPosition.top);
}
if (input.input & NancyInput::kRightMouseButtonUp) {
// Right click, reset position
resetPosition();
}
if (_isClicked) {
// Is currently clicked, handle movement
Common::Point newMousePos = input.mousePos - Common::Point(_screenPosition.left, _screenPosition.top);
if (newMousePos != _mousePosOnClick) {
if (_isVertical) {
uint16 minY = _startPosition.y;
uint16 maxY = minY + _maxDist;
uint16 newTop = CLIP<uint16>((_screenPosition.top + newMousePos.y - _mousePosOnClick.y), minY, maxY);
moveTo(Common::Point(_screenPosition.left, newTop));
} else {
uint16 minX = _startPosition.x;
uint16 maxX = minX + _maxDist;
uint16 newLeft = CLIP<uint16>((_screenPosition.left + newMousePos.x - _mousePosOnClick.x), minX, maxX);
moveTo(Common::Point(newLeft, _screenPosition.top));
}
calculatePosition();
}
}
}
bool wasClicked = _isClicked;
if (input.input & NancyInput::kLeftMouseButtonUp) {
_isClicked = false;
}
// If the mouse is clicked and moves outside the scrollbar's hotspot, we don't want it
// to trigger other events. This only works if scrollbars are at the very top of the input priority.
// As a result, this effect won't be applied to the scrollbars in SoundEqualizerPuzzle
// In the future, this can be fixed by creating an input queue inside InputManager.
if (wasClicked) {
input.eatMouseInput();
}
}
void Scrollbar::setPosition(float pos) {
_currentPosition = pos;
if (_isVertical) {
moveTo(Common::Point(_screenPosition.left, _startPosition.y + (_maxDist * pos)));
} else {
moveTo(Common::Point(_startPosition.x + (_maxDist * pos), _screenPosition.top));
}
}
void Scrollbar::calculatePosition() {
uint16 scroll = _isVertical ? _screenPosition.top - _startPosition.y : _screenPosition.left - _startPosition.x;
_currentPosition = scroll != 0 ? (float)scroll / (float)_maxDist : 0;
}
void Scrollbar::resetPosition() {
moveTo(Common::Point(_screenPosition.left, _startPosition.y));
calculatePosition();
}
} // End of namespace UI
} // End of namespace Nancy
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