/* IGUIScrollBar by Gustav Larsson gee@pyro.nu */ #include "precompiled.h" #include "GUI.h" using namespace std; //------------------------------------------------------------------- // IGUIScrollBar //------------------------------------------------------------------- IGUIScrollBar::IGUIScrollBar() : m_pStyle(NULL), m_pGUI(NULL), m_X(300), m_Y(300), m_ScrollRange(1), m_ScrollSpace(0), // MaxPos: not 0, due to division. m_Length(200), m_Width(20), m_BarSize(0.5), m_Pos(0), 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 = 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 || m_ScrollRange < m_ScrollSpace) // <= scrolling not applicable m_Pos = 0; else if (m_Pos > m_ScrollRange - m_ScrollSpace) m_Pos = m_ScrollRange - m_ScrollSpace; } void IGUIScrollBar::HandleMessage(const 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 = (float)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 HandleMessage(SGUIMessage(GUIM_MOUSE_MOTION)); } } } break; case GUIM_MOUSE_RELEASE_LEFT: m_ButtonMinusPressed = false; m_ButtonPlusPressed = false; break; default: break; } }