0ad/source/gui/IGUIScrollBar.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

193 lines
4.4 KiB
C++

/* Copyright (C) 2021 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/>.
*/
#include "precompiled.h"
#include "IGUIScrollBar.h"
#include "gui/CGUI.h"
#include "gui/SGUIMessage.h"
#include "gui/ObjectBases/IGUIScrollBarOwner.h"
#include "maths/MathUtil.h"
IGUIScrollBar::IGUIScrollBar(CGUI& pGUI)
: m_pGUI(pGUI),
m_pStyle(nullptr),
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(m_ScrollSpace / m_ScrollRange, 1.f), min, max);
}
const SGUIScrollBarStyle* IGUIScrollBar::GetStyle() const
{
if (!m_pHostObject)
return nullptr;
return m_pHostObject->GetScrollBarStyle(m_ScrollBarStyle);
}
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!
const CVector2D& mouse = m_pGUI.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;
const CVector2D& mouse = m_pGUI.GetMousePos();
// if bar is pressed
if (GetBarRect().PointInside(mouse))
{
m_BarPressed = true;
m_BarPressedAtPos = mouse;
m_PosWhenPressed = m_Pos;
}
// if button-minus is pressed
else if (m_ButtonMinusHovered)
{
m_ButtonMinusPressed = true;
ScrollMinus();
}
// if button-plus is pressed
else if (m_ButtonPlusHovered)
{
m_ButtonPlusPressed = true;
ScrollPlus();
}
// 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
else
{
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;
}
}