0ad/source/gui/CGUIScrollBarVertical.cpp
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

233 lines
5.5 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 "CGUIScrollBarVertical.h"
#include "gui/CGUI.h"
#include "ps/CLogger.h"
CGUIScrollBarVertical::CGUIScrollBarVertical(CGUI& pGUI)
: IGUIScrollBar(pGUI)
{
}
CGUIScrollBarVertical::~CGUIScrollBarVertical()
{
}
void CGUIScrollBarVertical::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.Y - m_BarPressedAtPos.Y) / emptyBackground;
}
void CGUIScrollBarVertical::Draw(CCanvas2D& canvas)
{
if (!GetStyle())
{
LOGWARNING("Attempt to draw scrollbar without a style.");
return;
}
if (IsVisible())
{
CRect outline = GetOuterRect();
m_pGUI.DrawSprite(
GetStyle()->m_SpriteBackVertical,
canvas,
CRect(
outline.left,
outline.top + (GetStyle()->m_UseEdgeButtons ? GetStyle()->m_Width : 0),
outline.right,
outline.bottom - (GetStyle()->m_UseEdgeButtons ? GetStyle()->m_Width : 0)
)
);
if (GetStyle()->m_UseEdgeButtons)
{
const CGUISpriteInstance* button_top;
const CGUISpriteInstance* button_bottom;
if (m_ButtonMinusHovered)
{
if (m_ButtonMinusPressed)
button_top = &(GetStyle()->m_SpriteButtonTopPressed ? GetStyle()->m_SpriteButtonTopPressed : GetStyle()->m_SpriteButtonTop);
else
button_top = &(GetStyle()->m_SpriteButtonTopOver ? GetStyle()->m_SpriteButtonTopOver : GetStyle()->m_SpriteButtonTop);
}
else
button_top = &GetStyle()->m_SpriteButtonTop;
if (m_ButtonPlusHovered)
{
if (m_ButtonPlusPressed)
button_bottom = &(GetStyle()->m_SpriteButtonBottomPressed ? GetStyle()->m_SpriteButtonBottomPressed : GetStyle()->m_SpriteButtonBottom);
else
button_bottom = &(GetStyle()->m_SpriteButtonBottomOver ? GetStyle()->m_SpriteButtonBottomOver : GetStyle()->m_SpriteButtonBottom);
}
else
button_bottom = &GetStyle()->m_SpriteButtonBottom;
m_pGUI.DrawSprite(
*button_top,
canvas,
CRect(
outline.left,
outline.top,
outline.right,
outline.top+GetStyle()->m_Width
)
);
m_pGUI.DrawSprite(
*button_bottom,
canvas,
CRect(
outline.left,
outline.bottom-GetStyle()->m_Width,
outline.right,
outline.bottom
)
);
}
m_pGUI.DrawSprite(
GetStyle()->m_SpriteSliderVertical,
canvas,
GetBarRect()
);
}
}
void CGUIScrollBarVertical::HandleMessage(SGUIMessage& Message)
{
switch (Message.type)
{
case GUIM_MOUSE_WHEEL_UP:
{
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_DOWN:
{
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 CGUIScrollBarVertical::GetBarRect() const
{
CRect ret;
if (!GetStyle())
return ret;
// Get from where the scroll area begins to where it ends
float from = m_Y;
float to = m_Y + m_Length - m_BarSize;
if (GetStyle()->m_UseEdgeButtons)
{
from += GetStyle()->m_Width;
to -= GetStyle()->m_Width;
}
ret.top = from + (to - from) * m_Pos / GetMaxPos();
ret.bottom = ret.top + m_BarSize;
ret.right = m_X + (m_RightAligned ? 0 : GetStyle()->m_Width);
ret.left = ret.right - GetStyle()->m_Width;
return ret;
}
CRect CGUIScrollBarVertical::GetOuterRect() const
{
CRect ret;
if (!GetStyle())
return ret;
ret.top = m_Y;
ret.bottom = m_Y+m_Length;
ret.right = m_X + (m_RightAligned ? 0 : GetStyle()->m_Width);
ret.left = ret.right - GetStyle()->m_Width;
return ret;
}
bool CGUIScrollBarVertical::HoveringButtonMinus(const CVector2D& mouse)
{
if (!GetStyle())
return false;
float StartX = m_RightAligned ? m_X-GetStyle()->m_Width : m_X;
return mouse.X >= StartX &&
mouse.X <= StartX + GetStyle()->m_Width &&
mouse.Y >= m_Y &&
mouse.Y <= m_Y + GetStyle()->m_Width;
}
bool CGUIScrollBarVertical::HoveringButtonPlus(const CVector2D& mouse)
{
if (!GetStyle())
return false;
float StartX = m_RightAligned ? m_X-GetStyle()->m_Width : m_X;
return mouse.X > StartX &&
mouse.X < StartX + GetStyle()->m_Width &&
mouse.Y > m_Y + m_Length - GetStyle()->m_Width &&
mouse.Y < m_Y + m_Length;
}
void CGUIScrollBarVertical::SetScrollPlentyFromMousePos(const CVector2D& mouse)
{
// Scroll plus or minus a lot, this might change, it doesn't
// have to be fancy though.
if (mouse.Y < GetBarRect().top)
ScrollMinusPlenty();
else
ScrollPlusPlenty();
}