leper
74c420f658
Lots of code style fixes: * type [*&]varname -> type[*&] varname * else if (...) -> else if (...) * Spaces around some ops. * i++ -> ++i. * switch-case style fixes. * Indentation fixes. * Removing some commented out code. * include header sorting * Changed multiple pointer var declarations to be one per line. * Removed strange spaces in some places. * Changed some include header guards to be consistent with the rest of the codebase. * Use UNUSED() instead of UNUSED2(). Some small code fixes: * Using .find() instead of .count() == 0. * !.empty() instead of .size() == 0. * Range-based for loops. * Making some member functions const by small changes. * Adds GetScrollBarPos(idx) const for this. * Using early returns/continues in some places. * Uses size_t for some loops in CList and COList. * Removes unused heading element (not attribute) from COList. * Use ENSURE in one case where some custom code did something similar. * Made some parameters const ptrs/refs. * Change removal loop in GUItext.cpp to erase-unique. * Made some static things const. * Allow iterating over children of IGUIObject with range-based for loops by exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and use it. Comments: * Comment COList. * Update a few comments. * Remove useless or duplicated comments. This was SVN commit r16931.
195 lines
4.5 KiB
C++
195 lines
4.5 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GUI.h"
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#include "maths/MathUtil.h"
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IGUIScrollBar::IGUIScrollBar() : m_pStyle(NULL), m_pGUI(NULL),
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m_X(300.f), m_Y(300.f),
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m_ScrollRange(1.f), m_ScrollSpace(0.f), // MaxPos: not 0, due to division.
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m_Length(200.f), m_Width(20.f),
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m_BarSize(0.f), m_Pos(0.f),
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m_ButtonPlusPressed(false),
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m_ButtonMinusPressed(false),
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m_ButtonPlusHovered(false),
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m_ButtonMinusHovered(false),
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m_BarHovered(false),
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m_BarPressed(false)
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{
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}
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IGUIScrollBar::~IGUIScrollBar()
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{
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}
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void IGUIScrollBar::SetupBarSize()
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{
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if (!GetStyle())
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return;
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float min = GetStyle()->m_MinimumBarSize;
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float max = GetStyle()->m_MaximumBarSize;
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float length = m_Length;
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// Check for edge buttons
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if (GetStyle()->m_UseEdgeButtons)
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length -= GetStyle()->m_Width * 2.f;
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// Check min and max are valid
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if (min > length)
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min = 0.f;
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if (max < min)
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max = length;
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// Clamp size to not exceed a minimum or maximum.
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m_BarSize = clamp(length * std::min((float)m_ScrollSpace / (float)m_ScrollRange, 1.f), min, max);
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}
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const SGUIScrollBarStyle* IGUIScrollBar::GetStyle() const
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{
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if (!m_pHostObject)
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return NULL;
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return m_pHostObject->GetScrollBarStyle(m_ScrollBarStyle);
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}
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CGUI* IGUIScrollBar::GetGUI() const
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{
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if (!m_pHostObject)
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return NULL;
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return m_pHostObject->GetGUI();
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}
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void IGUIScrollBar::UpdatePosBoundaries()
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{
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if (m_Pos < 0.f ||
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m_ScrollRange < m_ScrollSpace) // <= scrolling not applicable
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m_Pos = 0.f;
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else if (m_Pos > GetMaxPos())
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m_Pos = GetMaxPos();
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}
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void IGUIScrollBar::HandleMessage(SGUIMessage& Message)
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{
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switch (Message.type)
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{
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case GUIM_MOUSE_MOTION:
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{
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// TODO Gee: Optimizations needed!
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CPos mouse = m_pHostObject->GetMousePos();
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// If bar is being dragged
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if (m_BarPressed)
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{
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SetPosFromMousePos(mouse);
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UpdatePosBoundaries();
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}
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// check if components are being hovered
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m_BarHovered = GetBarRect().PointInside(mouse);
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m_ButtonMinusHovered = HoveringButtonMinus(mouse);
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m_ButtonPlusHovered = HoveringButtonPlus(mouse);
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if (!m_ButtonMinusHovered)
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m_ButtonMinusPressed = false;
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if (!m_ButtonPlusHovered)
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m_ButtonPlusPressed = false;
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break;
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}
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case GUIM_MOUSE_PRESS_LEFT:
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{
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if (!m_pHostObject)
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break;
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CPos mouse = m_pHostObject->GetMousePos();
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// if bar is pressed
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if (GetBarRect().PointInside(mouse))
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{
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m_BarPressed = true;
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m_BarPressedAtPos = mouse;
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m_PosWhenPressed = m_Pos;
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}
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// if button-minus is pressed
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else if (m_ButtonMinusHovered)
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{
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m_ButtonMinusPressed = true;
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ScrollMinus();
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}
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// if button-plus is pressed
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else if (m_ButtonPlusHovered)
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{
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m_ButtonPlusPressed = true;
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ScrollPlus();
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}
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// Pressing the background of the bar, to scroll
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// notice the if-sentence alone does not admit that,
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// it must be after the above if/elses
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else
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{
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if (GetOuterRect().PointInside(mouse))
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{
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// Scroll plus or minus a lot, this might change, it doesn't
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// have to be fancy though.
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if (mouse.y < GetBarRect().top)
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ScrollMinusPlenty();
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else
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ScrollPlusPlenty();
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// Simulate mouse movement to see if bar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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}
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}
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break;
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}
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case GUIM_MOUSE_RELEASE_LEFT:
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m_ButtonMinusPressed = false;
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m_ButtonPlusPressed = false;
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break;
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case GUIM_MOUSE_WHEEL_UP:
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{
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ScrollMinus();
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// Since the scroll was changed, let's simulate a mouse movement
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// to check if scrollbar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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break;
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}
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case GUIM_MOUSE_WHEEL_DOWN:
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{
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ScrollPlus();
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// Since the scroll was changed, let's simulate a mouse movement
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// to check if scrollbar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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break;
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}
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default:
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break;
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}
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}
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