0ad/source/gui/IGUIScrollBar.cpp

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;
}
}