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