/* 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 . */ /* 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; } }