forked from 0ad/0ad
120 lines
2.9 KiB
C++
120 lines
2.9 KiB
C++
/* Copyright (C) 2009 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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/*
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A GUI ScrollBar
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--Overview--
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A GUI Scrollbar, this class doesn't present all functionality
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to the scrollbar, it just controls the drawing and a wrapper
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for interaction with it.
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--Usage--
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Used in everywhere scrollbars are needed, like in a combobox for instance.
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--More info--
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Check GUI.h
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*/
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#ifndef INCLUDED_CGUISCROLLBARVERTICAL
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#define INCLUDED_CGUISCROLLBARVERTICAL
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "GUI.h"
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//--------------------------------------------------------
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// Declarations
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//--------------------------------------------------------
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/**
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* Vertical implementation of IGUIScrollBar
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*
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* @see IGUIScrollBar
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*/
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class CGUIScrollBarVertical : public IGUIScrollBar
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{
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public:
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CGUIScrollBarVertical();
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virtual ~CGUIScrollBarVertical();
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public:
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/**
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* Draw the scroll-bar
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*/
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virtual void Draw();
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/**
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* If an object that contains a scrollbar has got messages, send
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* them to the scroll-bar and it will see if the message regarded
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* itself.
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*
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* @param Message SGUIMessage
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* @return true if messages handled the scroll-bar some. False if
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* the message should be processed by the object.
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*/
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virtual void HandleMessage(const SGUIMessage &Message);
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/**
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* Set m_Pos with g_mouse_x/y input, i.e. when draggin.
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*/
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virtual void SetPosFromMousePos(const CPos &mouse);
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/**
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* @see IGUIScrollBar#HoveringButtonMinus
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*/
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virtual bool HoveringButtonMinus(const CPos &mouse);
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/**
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* @see IGUIScrollBar#HoveringButtonPlus
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*/
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virtual bool HoveringButtonPlus(const CPos &mouse);
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/**
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* Set Right Aligned
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* @param align Alignment
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*/
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void SetRightAligned(const bool &align) { m_RightAligned = align; }
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/**
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* Get the rectangle of the actual BAR.
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* @return Rectangle, CRect
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*/
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virtual CRect GetBarRect() const;
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/**
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* Get the rectangle of the outline of the scrollbar, every component of the
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* scroll-bar should be inside this area.
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* @return Rectangle, CRect
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*/
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virtual CRect GetOuterRect() const;
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protected:
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/**
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* Should the scroll bar proceed to the left or to the right of the m_X value.
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* Notice, this has nothing to do with where the owner places it.
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*/
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bool m_RightAligned;
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};
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#endif
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