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Improves separation of concerns and makes the code less error prone,
since the IGUIObject classes can't break CGUI private members without
CGUIs help anymore.
This is achieved by making CGUI GetFocusedObject, UpdateObjects public,
by introducing public CGUI GetBaseObject, GetMousePos, GetMouseButtons,
HasStyle, GetStyle getters,
and by removing the pointless IGUIObject GetMousePos proxy.
Delete GetGUI() checks that are either always or never true following
2c47fbd66a.
Use const references instead of copies for some mouse positions.
Differential Revision: https://code.wildfiregames.com/D2166
This was SVN commit r22641.
196 lines
4.5 KiB
C++
196 lines
4.5 KiB
C++
/* Copyright (C) 2019 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 "GUI.h"
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#include "maths/MathUtil.h"
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IGUIScrollBar::IGUIScrollBar(CGUI* pGUI)
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: m_pGUI(pGUI),
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m_pStyle(NULL),
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m_X(300.f), m_Y(300.f),
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m_ScrollRange(1.f), m_ScrollSpace(0.f), // MaxPos: not 0, due to division.
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m_Length(200.f), m_Width(20.f),
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m_BarSize(0.f), m_Pos(0.f),
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m_ButtonPlusPressed(false),
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m_ButtonMinusPressed(false),
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m_ButtonPlusHovered(false),
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m_ButtonMinusHovered(false),
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m_BarHovered(false),
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m_BarPressed(false)
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{
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}
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IGUIScrollBar::~IGUIScrollBar()
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{
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}
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void IGUIScrollBar::SetupBarSize()
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{
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if (!GetStyle())
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return;
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float min = GetStyle()->m_MinimumBarSize;
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float max = GetStyle()->m_MaximumBarSize;
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float length = m_Length;
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// Check for edge buttons
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if (GetStyle()->m_UseEdgeButtons)
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length -= GetStyle()->m_Width * 2.f;
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// Check min and max are valid
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if (min > length)
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min = 0.f;
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if (max < min)
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max = length;
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// Clamp size to not exceed a minimum or maximum.
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m_BarSize = clamp(length * std::min((float)m_ScrollSpace / (float)m_ScrollRange, 1.f), min, max);
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}
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const SGUIScrollBarStyle* IGUIScrollBar::GetStyle() const
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{
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if (!m_pHostObject)
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return NULL;
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return m_pHostObject->GetScrollBarStyle(m_ScrollBarStyle);
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}
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CGUI* IGUIScrollBar::GetGUI() const
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{
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if (!m_pHostObject)
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return NULL;
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return m_pHostObject->GetGUI();
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}
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void IGUIScrollBar::UpdatePosBoundaries()
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{
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if (m_Pos < 0.f ||
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m_ScrollRange < m_ScrollSpace) // <= scrolling not applicable
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m_Pos = 0.f;
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else if (m_Pos > GetMaxPos())
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m_Pos = GetMaxPos();
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}
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void IGUIScrollBar::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_MOTION:
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{
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// TODO Gee: Optimizations needed!
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const CPos& mouse = m_pGUI->GetMousePos();
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// If bar is being dragged
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if (m_BarPressed)
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{
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SetPosFromMousePos(mouse);
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UpdatePosBoundaries();
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}
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// check if components are being hovered
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m_BarHovered = GetBarRect().PointInside(mouse);
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m_ButtonMinusHovered = HoveringButtonMinus(mouse);
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m_ButtonPlusHovered = HoveringButtonPlus(mouse);
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if (!m_ButtonMinusHovered)
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m_ButtonMinusPressed = false;
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if (!m_ButtonPlusHovered)
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m_ButtonPlusPressed = false;
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break;
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}
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case GUIM_MOUSE_PRESS_LEFT:
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{
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if (!m_pHostObject)
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break;
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const CPos& mouse = m_pGUI->GetMousePos();
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// if bar is pressed
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if (GetBarRect().PointInside(mouse))
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{
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m_BarPressed = true;
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m_BarPressedAtPos = mouse;
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m_PosWhenPressed = m_Pos;
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}
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// if button-minus is pressed
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else if (m_ButtonMinusHovered)
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{
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m_ButtonMinusPressed = true;
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ScrollMinus();
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}
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// if button-plus is pressed
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else if (m_ButtonPlusHovered)
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{
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m_ButtonPlusPressed = true;
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ScrollPlus();
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}
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// Pressing the background of the bar, to scroll
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// notice the if-sentence alone does not admit that,
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// it must be after the above if/elses
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else
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{
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if (GetOuterRect().PointInside(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.y < GetBarRect().top)
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ScrollMinusPlenty();
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else
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ScrollPlusPlenty();
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// Simulate mouse movement to see if bar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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}
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}
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break;
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}
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case GUIM_MOUSE_RELEASE_LEFT:
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m_ButtonMinusPressed = false;
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m_ButtonPlusPressed = false;
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break;
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case GUIM_MOUSE_WHEEL_UP:
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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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break;
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}
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case GUIM_MOUSE_WHEEL_DOWN:
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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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break;
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}
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default:
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break;
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}
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}
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