0ad/source/gui/GUIObjectEventBroadcaster.h
trompetin17 8c250568e7
Add scrollpanel widget
This PR introduces a new ScrollPanel component with the following
capabilities:
- Scroll Orientation Support: Allows scrolling in horizontal, vertical,
  or both directions, providing flexibility for different use cases.
- Partial Object Rendering: Supports partial rendering of objects that
  are only partially visible within the scroll boundaries, improving
  visual accuracy and performance.
- Boundary-Constrained Mouse Interaction: Handles mouse events strictly
  within the panel's visible boundaries, preventing interaction with
  objects outside the scrollable area.
- Minimum Internal Size (min_width, min_height): Introduces support for
  virtual space management, allowing the panel to maintain a minimum
  internal size independent of its actual on-screen dimensions. Even
  when the panel is resized, this ensures that the content respects a
  defined virtual space (with min_width and min_height), effectively
  simulating a larger internal canvas. This is particularly useful for
  large content or scenarios where a more extensive scrollable area is
  required than the current visible panel.
2024-11-12 15:01:42 -05:00

75 lines
2.6 KiB
C++

/* Copyright (C) 2024 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"
#ifndef GUIOBJECTEVENTBROADCASTER
#define GUIOBJECTEVENTBROADCASTER
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/ObjectBases/IGUIPanel.h"
namespace
{
struct VisibleObject
{
IGUIObject* object;
// Index of the object in a depth-first search inside GUI tree.
u32 index;
// Cached value of GetBufferedZ to avoid recursive calls in a deep hierarchy.
float bufferedZ;
};
template<class Container>
void CollectVisibleObjectsRecursively(const std::vector<IGUIObject*>& objects, Container* visibleObjects)
{
for (IGUIObject* const& object : objects)
if (!object->IsHidden())
{
visibleObjects->emplace_back(VisibleObject{ object, static_cast<u32>(visibleObjects->size()), 0.0f });
CollectVisibleObjectsRecursively(object->GetVisibleChildren(), visibleObjects);
}
}
}
class CGUIObjectEventBroadcaster
{
public:
template<typename... Args>
static void RecurseVisibleObject(IGUIObject* object, void(IGUIObject::* callbackFunction)(Args... args), Args&&... args)
{
using Arena = Allocators::DynamicArena<128 * KiB>;
using ObjectListAllocator = ProxyAllocator<VisibleObject, Arena>;
Arena arena;
std::vector<VisibleObject, ObjectListAllocator> visibleObjects((ObjectListAllocator(arena)));
CollectVisibleObjectsRecursively(object->GetVisibleChildren(), &visibleObjects);
for (VisibleObject& visibleObject : visibleObjects)
visibleObject.bufferedZ = visibleObject.object->GetBufferedZ();
std::sort(visibleObjects.begin(), visibleObjects.end(), [](const VisibleObject& visibleObject1, const VisibleObject& visibleObject2) -> bool {
if (visibleObject1.bufferedZ != visibleObject2.bufferedZ)
return visibleObject1.bufferedZ < visibleObject2.bufferedZ;
return visibleObject1.index < visibleObject2.index;
});
for (const VisibleObject& visibleObject : visibleObjects)
(visibleObject.object->*callbackFunction)(std::forward<Args>(args)...);
}
};
#endif // !GUIOBJECTEVENTBROADCASTER