0ad/source/gui/CGUIScrollBarHorizontal.cpp

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/* Copyright (C) 2025 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 "CGUIScrollBarHorizontal.h"
#include "gui/CGUI.h"
#include "gui/CGUISprite.h"
#include "gui/IGUIScrollBar.h"
#include "gui/SGUIMessage.h"
#include "maths/Rect.h"
#include "maths/Vector2D.h"
#include "ps/CLogger.h"
CGUIScrollBarHorizontal::CGUIScrollBarHorizontal(CGUI& pGUI)
: IGUIScrollBar(pGUI)
{
}
CGUIScrollBarHorizontal::~CGUIScrollBarHorizontal()
{
}
void CGUIScrollBarHorizontal::SetPosFromMousePos(const CVector2D& mouse)
{
if (!GetStyle())
return;
// Calculate the position for the top of the item being scrolled
float emptyBackground = m_Length - m_BarSize;
if (GetStyle()->m_UseEdgeButtons)
emptyBackground -= GetStyle()->m_Width * 2;
m_Pos = m_PosWhenPressed + GetMaxPos() * (mouse.X - m_BarPressedAtPos.X) / emptyBackground;
}
void CGUIScrollBarHorizontal::Draw(CCanvas2D& canvas)
{
if (!IsVisible())
return;
if (!GetStyle())
{
LOGWARNING("Attempt to draw scrollbar without a style.");
return;
}
CRect outline = GetOuterRect();
m_pGUI.DrawSprite(
GetStyle()->m_SpriteBackHorizontal,
canvas,
CRect(
outline.left + (GetStyle()->m_UseEdgeButtons ? GetStyle()->m_Width : 0),
outline.top,
outline.right - (GetStyle()->m_UseEdgeButtons ? GetStyle()->m_Width : 0),
outline.bottom));
if (GetStyle()->m_UseEdgeButtons)
{
const CGUISpriteInstance* button_left;
const CGUISpriteInstance* button_right;
if (m_ButtonMinusHovered)
{
if (m_ButtonMinusPressed)
button_left = &(GetStyle()->m_SpriteButtonLeftPressed ? GetStyle()->m_SpriteButtonLeftPressed : GetStyle()->m_SpriteButtonLeft);
else
button_left = &(GetStyle()->m_SpriteButtonLeftOver ? GetStyle()->m_SpriteButtonLeftOver : GetStyle()->m_SpriteButtonLeft);
}
else
button_left = &GetStyle()->m_SpriteButtonLeft;
if (m_ButtonPlusHovered)
{
if (m_ButtonPlusPressed)
button_right = &(GetStyle()->m_SpriteButtonRightPressed ? GetStyle()->m_SpriteButtonRightPressed : GetStyle()->m_SpriteButtonRight);
else
button_right = &(GetStyle()->m_SpriteButtonRightOver ? GetStyle()->m_SpriteButtonRightOver : GetStyle()->m_SpriteButtonRight);
}
else
button_right = &GetStyle()->m_SpriteButtonRight;
m_pGUI.DrawSprite(
*button_left,
canvas,
CRect(
outline.left,
outline.top,
outline.left + GetStyle()->m_Width,
outline.bottom));
m_pGUI.DrawSprite(
*button_right,
canvas,
CRect(
outline.right - GetStyle()->m_Width,
outline.top,
outline.right,
outline.bottom));
}
m_pGUI.DrawSprite(
GetStyle()->m_SpriteSliderHorizontal,
canvas,
GetBarRect()
);
}
void CGUIScrollBarHorizontal::HandleMessage(SGUIMessage& Message)
{
switch (Message.type)
{
case GUIM_MOUSE_WHEEL_LEFT:
{
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);
Message.Skip(false);
break;
}
case GUIM_MOUSE_WHEEL_RIGHT:
{
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);
Message.Skip(false);
break;
}
default:
IGUIScrollBar::HandleMessage(Message);
break;
}
}
CRect CGUIScrollBarHorizontal::GetBarRect() const
{
CRect ret;
if (!GetStyle())
return ret;
// Get from where the scroll area begins to where it ends
float from = m_X;
float to = m_X + m_Length - m_BarSize;
if (GetStyle()->m_UseEdgeButtons)
{
from += GetStyle()->m_Width;
to -= GetStyle()->m_Width;
}
ret.left = from + (to - from) * m_Pos / GetMaxPos();
ret.right = ret.left + m_BarSize;
ret.bottom = m_Y + (m_BottomAligned ? 0 : GetStyle()->m_Width);
ret.top = ret.bottom - GetStyle()->m_Width;
return ret;
}
CRect CGUIScrollBarHorizontal::GetOuterRect() const
{
CRect ret;
if (!GetStyle())
return ret;
ret.left = m_X;
ret.right = m_X + m_Length;
ret.bottom = m_Y + (m_BottomAligned ? 0 : GetStyle()->m_Width);
ret.top = ret.bottom - GetStyle()->m_Width;
return ret;
}
bool CGUIScrollBarHorizontal::HoveringButtonMinus(const CVector2D& mouse)
{
if (!GetStyle())
return false;
float StartY = m_BottomAligned ? m_Y - GetStyle()->m_Width : m_Y;
return mouse.Y >= StartY &&
mouse.Y <= StartY + GetStyle()->m_Width &&
mouse.X >= m_X &&
mouse.X <= m_X + GetStyle()->m_Width;
}
bool CGUIScrollBarHorizontal::HoveringButtonPlus(const CVector2D& mouse)
{
if (!GetStyle())
return false;
float StartY = m_BottomAligned ? m_Y - GetStyle()->m_Width : m_Y;
return mouse.Y > StartY &&
mouse.Y < StartY + GetStyle()->m_Width &&
mouse.X > m_X + m_Length - GetStyle()->m_Width &&
mouse.X < m_X + m_Length;
}
void CGUIScrollBarHorizontal::SetScrollPlentyFromMousePos(const CVector2D& mouse)
{
// Scroll plus or minus a lot, this might change, it doesn't
// have to be fancy though.
if (mouse.X < GetBarRect().left)
ScrollMinusPlenty();
else
ScrollPlusPlenty();
}