mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
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.
262 lines
6.3 KiB
C++
262 lines
6.3 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"
|
|
|
|
#include "gui/CGUI.h"
|
|
#include "gui/SettingTypes/EScrollOrientation.h"
|
|
#include "gui/SettingTypes/CGUIString.h"
|
|
#include "ps/CLogger.h"
|
|
|
|
class CGUIList;
|
|
class CGUISeries;
|
|
|
|
template <>
|
|
bool CGUI::ParseString<bool>(const CGUI* UNUSED(pGUI), const CStrW& Value, bool& Output)
|
|
{
|
|
if (Value == L"true")
|
|
Output = true;
|
|
else if (Value == L"false")
|
|
Output = false;
|
|
else
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<i32>(const CGUI* UNUSED(pGUI), const CStrW& Value, int& Output)
|
|
{
|
|
Output = Value.ToInt();
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<u32>(const CGUI* UNUSED(pGUI), const CStrW& Value, u32& Output)
|
|
{
|
|
Output = Value.ToUInt();
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<float>(const CGUI* UNUSED(pGUI), const CStrW& Value, float& Output)
|
|
{
|
|
Output = Value.ToFloat();
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CRect>(const CGUI* UNUSED(pGUI), const CStrW& Value, CRect& Output)
|
|
{
|
|
const unsigned int NUM_COORDS = 4;
|
|
float coords[NUM_COORDS];
|
|
std::wstringstream stream;
|
|
stream.str(Value);
|
|
// Parse each coordinate
|
|
for (unsigned int i = 0; i < NUM_COORDS; ++i)
|
|
{
|
|
if (stream.eof())
|
|
{
|
|
LOGWARNING("Too few CRect parameters (min %i). Your input: '%s'", NUM_COORDS, Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
stream >> coords[i];
|
|
if ((stream.rdstate() & std::wstringstream::failbit) != 0)
|
|
{
|
|
LOGWARNING("Unable to parse CRect parameters. Your input: '%s'", Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!stream.eof())
|
|
{
|
|
LOGWARNING("Too many CRect parameters (max %i). Your input: '%s'", NUM_COORDS, Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
|
|
// Finally the rectangle values
|
|
Output = CRect(coords[0], coords[1], coords[2], coords[3]);
|
|
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CGUISize>(const CGUI* UNUSED(pGUI), const CStrW& Value, CGUISize& Output)
|
|
{
|
|
return Output.FromString(Value.ToUTF8());
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CGUIColor>(const CGUI* pGUI, const CStrW& Value, CGUIColor& Output)
|
|
{
|
|
return Output.ParseString(*pGUI, Value.ToUTF8());
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CSize2D>(const CGUI* UNUSED(pGUI), const CStrW& Value, CSize2D& Output)
|
|
{
|
|
const unsigned int NUM_COORDS = 2;
|
|
float coords[NUM_COORDS];
|
|
std::wstringstream stream;
|
|
stream.str(Value);
|
|
// Parse each coordinate
|
|
for (unsigned int i = 0; i < NUM_COORDS; ++i)
|
|
{
|
|
if (stream.eof())
|
|
{
|
|
LOGWARNING("Too few CSize2D parameters (min %i). Your input: '%s'", NUM_COORDS, Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
stream >> coords[i];
|
|
if ((stream.rdstate() & std::wstringstream::failbit) != 0)
|
|
{
|
|
LOGWARNING("Unable to parse CSize2D parameters. Your input: '%s'", Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
Output.Width = coords[0];
|
|
Output.Height = coords[1];
|
|
|
|
if (!stream.eof())
|
|
{
|
|
LOGWARNING("Too many CSize2D parameters (max %i). Your input: '%s'", NUM_COORDS, Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CVector2D>(const CGUI* UNUSED(pGUI), const CStrW& Value, CVector2D& Output)
|
|
{
|
|
const unsigned int NUM_COORDS = 2;
|
|
float coords[NUM_COORDS];
|
|
std::wstringstream stream;
|
|
stream.str(Value);
|
|
// Parse each coordinate
|
|
for (unsigned int i = 0; i < NUM_COORDS; ++i)
|
|
{
|
|
if (stream.eof())
|
|
{
|
|
LOGWARNING("Too few CVector2D parameters (min %i). Your input: '%s'", NUM_COORDS, Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
stream >> coords[i];
|
|
if ((stream.rdstate() & std::wstringstream::failbit) != 0)
|
|
{
|
|
LOGWARNING("Unable to parse CVector2D parameters. Your input: '%s'", Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
Output.X = coords[0];
|
|
Output.Y = coords[1];
|
|
|
|
if (!stream.eof())
|
|
{
|
|
LOGWARNING("Too many CVector2D parameters (max %i). Your input: '%s'", NUM_COORDS, Value.ToUTF8().c_str());
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<EAlign>(const CGUI* UNUSED(pGUI), const CStrW& Value, EAlign& Output)
|
|
{
|
|
if (Value == L"left")
|
|
Output = EAlign::LEFT;
|
|
else if (Value == L"center")
|
|
Output = EAlign::CENTER;
|
|
else if (Value == L"right")
|
|
Output = EAlign::RIGHT;
|
|
else
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<EVAlign>(const CGUI* UNUSED(pGUI), const CStrW& Value, EVAlign& Output)
|
|
{
|
|
if (Value == L"top")
|
|
Output = EVAlign::TOP;
|
|
else if (Value == L"center")
|
|
Output = EVAlign::CENTER;
|
|
else if (Value == L"bottom")
|
|
Output = EVAlign::BOTTOM;
|
|
else
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CGUIString>(const CGUI* UNUSED(pGUI), const CStrW& Value, CGUIString& Output)
|
|
{
|
|
Output.SetValue(Value);
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CStr>(const CGUI* UNUSED(pGUI), const CStrW& Value, CStr& Output)
|
|
{
|
|
Output = Value.ToUTF8();
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CStrW>(const CGUI* UNUSED(pGUI), const CStrW& Value, CStrW& Output)
|
|
{
|
|
Output = Value;
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CGUISpriteInstance>(const CGUI* UNUSED(pGUI), const CStrW& Value, CGUISpriteInstance& Output)
|
|
{
|
|
Output = CGUISpriteInstance(Value.ToUTF8());
|
|
return true;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CGUISeries>(const CGUI* UNUSED(pGUI), const CStrW& UNUSED(Value), CGUISeries& UNUSED(Output))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<CGUIList>(const CGUI* UNUSED(pGUI), const CStrW& UNUSED(Value), CGUIList& UNUSED(Output))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
template <>
|
|
bool CGUI::ParseString<EScrollOrientation>(const CGUI* UNUSED(pGUI), const CStrW& Value, EScrollOrientation& Output)
|
|
{
|
|
if (Value == L"vertical")
|
|
Output = EScrollOrientation::VERTICAL;
|
|
else if (Value == L"horizontal")
|
|
Output = EScrollOrientation::HORIZONTAL;
|
|
else if (Value == L"both")
|
|
Output = EScrollOrientation::BOTH;
|
|
else
|
|
return false;
|
|
|
|
return true;
|
|
}
|