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