Index: ps/trunk/binaries/data/mods/mod/gui/common/modern/styles.xml
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/common/modern/styles.xml (revision 20499)
+++ ps/trunk/binaries/data/mods/mod/gui/common/modern/styles.xml (revision 20500)
@@ -1,180 +1,180 @@
Index: ps/trunk/source/gui/CDropDown.cpp
===================================================================
--- ps/trunk/source/gui/CDropDown.cpp (revision 20499)
+++ ps/trunk/source/gui/CDropDown.cpp (revision 20500)
@@ -1,522 +1,522 @@
/* Copyright (C) 2017 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 .
*/
#include "precompiled.h"
#include "CDropDown.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "soundmanager/ISoundManager.h"
CDropDown::CDropDown()
: m_Open(false), m_HideScrollBar(false), m_ElementHighlight(-1)
{
AddSetting(GUIST_float, "button_width");
AddSetting(GUIST_float, "dropdown_size");
AddSetting(GUIST_float, "dropdown_buffer");
// AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_CStrW, "sound_closed");
AddSetting(GUIST_CStrW, "sound_disabled");
AddSetting(GUIST_CStrW, "sound_enter");
AddSetting(GUIST_CStrW, "sound_leave");
AddSetting(GUIST_CStrW, "sound_opened");
AddSetting(GUIST_CGUISpriteInstance, "sprite"); // Background that sits around the size
AddSetting(GUIST_CGUISpriteInstance, "sprite_disabled");
AddSetting(GUIST_CGUISpriteInstance, "sprite_list"); // Background of the drop down list
AddSetting(GUIST_CGUISpriteInstance, "sprite2"); // Button that sits to the right
AddSetting(GUIST_CGUISpriteInstance, "sprite2_over");
AddSetting(GUIST_CGUISpriteInstance, "sprite2_pressed");
AddSetting(GUIST_CGUISpriteInstance, "sprite2_disabled");
AddSetting(GUIST_EVAlign, "text_valign");
// Add these in CList! And implement TODO
//AddSetting(GUIST_CColor, "textcolor_over");
//AddSetting(GUIST_CColor, "textcolor_pressed");
AddSetting(GUIST_CColor, "textcolor_selected");
AddSetting(GUIST_CColor, "textcolor_disabled");
// Scrollbar is forced to be true.
GUI::SetSetting(this, "scrollbar", true);
}
CDropDown::~CDropDown()
{
}
void CDropDown::SetupText()
{
SetupListRect();
CList::SetupText();
}
void CDropDown::UpdateCachedSize()
{
CList::UpdateCachedSize();
SetupText();
}
void CDropDown::HandleMessage(SGUIMessage& Message)
{
// Important
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
{
// Update cached list rect
if (Message.value == "size" ||
Message.value == "absolute" ||
Message.value == "dropdown_size" ||
Message.value == "dropdown_buffer" ||
Message.value == "scrollbar_style" ||
Message.value == "button_width")
{
SetupListRect();
}
break;
}
case GUIM_MOUSE_MOTION:
{
if (!m_Open)
break;
CPos mouse = GetMousePos();
if (!GetListRect().PointInside(mouse))
break;
bool scrollbar;
CGUIList* pList;
GUI::GetSetting(this, "scrollbar", scrollbar);
GUI::GetSettingPointer(this, "list", pList);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
CRect rect = GetListRect();
mouse.y += scroll;
int set = -1;
for (int i = 0; i < (int)pList->m_Items.size(); ++i)
{
if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
mouse.y < rect.top + m_ItemsYPositions[i+1] &&
// mouse is not over scroll-bar
(m_HideScrollBar ||
mouse.x < GetScrollBar(0).GetOuterRect().left ||
mouse.x > GetScrollBar(0).GetOuterRect().right))
{
set = i;
}
}
if (set != -1)
{
m_ElementHighlight = set;
//UpdateAutoScroll();
}
break;
}
case GUIM_MOUSE_ENTER:
{
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
if (!enabled)
break;
CStrW soundPath;
if (g_SoundManager && GUI::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
case GUIM_MOUSE_LEAVE:
{
GUI::GetSetting(this, "selected", m_ElementHighlight);
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
if (!enabled)
break;
CStrW soundPath;
if (g_SoundManager && GUI::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// We can't inherent this routine from CList, because we need to include
// a mouse click to open the dropdown, also the coordinates are changed.
case GUIM_MOUSE_PRESS_LEFT:
{
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
if (!enabled)
{
CStrW soundPath;
if (g_SoundManager && GUI::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
if (!m_Open)
{
CGUIList* pList;
GUI::GetSettingPointer(this, "list", pList);
if (pList->m_Items.empty())
return;
m_Open = true;
GetScrollBar(0).SetZ(GetBufferedZ());
GUI::GetSetting(this, "selected", m_ElementHighlight);
// Start at the position of the selected item, if possible.
GetScrollBar(0).SetPos(m_ItemsYPositions.empty() ? 0 : m_ItemsYPositions[m_ElementHighlight] - 60);
CStrW soundPath;
if (g_SoundManager && GUI::GetSetting(this, "sound_opened", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
return; // overshadow
}
else
{
CPos mouse = GetMousePos();
// If the regular area is pressed, then abort, and close.
if (m_CachedActualSize.PointInside(mouse))
{
m_Open = false;
GetScrollBar(0).SetZ(GetBufferedZ());
CStrW soundPath;
if (g_SoundManager && GUI::GetSetting(this, "sound_closed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
return; // overshadow
}
if (m_HideScrollBar ||
mouse.x < GetScrollBar(0).GetOuterRect().left ||
mouse.x > GetScrollBar(0).GetOuterRect().right ||
mouse.y < GetListRect().top)
{
m_Open = false;
GetScrollBar(0).SetZ(GetBufferedZ());
}
}
break;
}
case GUIM_MOUSE_WHEEL_DOWN:
{
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
// Don't switch elements by scrolling when open, causes a confusing interaction between this and the scrollbar.
if (m_Open || !enabled)
break;
GUI::GetSetting(this, "selected", m_ElementHighlight);
if (m_ElementHighlight + 1 >= (int)m_ItemsYPositions.size() - 1)
break;
++m_ElementHighlight;
GUI::SetSetting(this, "selected", m_ElementHighlight);
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
// Don't switch elements by scrolling when open, causes a confusing interaction between this and the scrollbar.
if (m_Open || !enabled)
break;
GUI::GetSetting(this, "selected", m_ElementHighlight);
if (m_ElementHighlight - 1 < 0)
break;
m_ElementHighlight--;
GUI::SetSetting(this, "selected", m_ElementHighlight);
break;
}
case GUIM_LOST_FOCUS:
{
if (m_Open)
{
CStrW soundPath;
if (g_SoundManager && GUI::GetSetting(this, "sound_closed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
m_Open = false;
break;
}
case GUIM_LOAD:
SetupListRect();
break;
default:
break;
}
// Important that this is after, so that overshadowed implementations aren't processed
CList::HandleMessage(Message);
// As HandleMessage functions return void, we need to manually verify
// whether the child list's items were modified.
if (CList::GetModified())
SetupText();
}
InReaction CDropDown::ManuallyHandleEvent(const SDL_Event_* ev)
{
InReaction result = IN_PASS;
bool update_highlight = false;
if (ev->ev.type == SDL_KEYDOWN)
{
int szChar = ev->ev.key.keysym.sym;
switch (szChar)
{
case '\r':
m_Open = false;
result = IN_HANDLED;
break;
case SDLK_HOME:
case SDLK_END:
case SDLK_UP:
case SDLK_DOWN:
case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
if (!m_Open)
return IN_PASS;
// Set current selected item to highlighted, before
// then really processing these in CList::ManuallyHandleEvent()
GUI::SetSetting(this, "selected", m_ElementHighlight);
update_highlight = true;
break;
default:
// If we have inputed a character try to get the closest element to it.
// TODO: not too nice and doesn't deal with dashes.
if (m_Open && ((szChar >= SDLK_a && szChar <= SDLK_z) || szChar == SDLK_SPACE
|| (szChar >= SDLK_0 && szChar <= SDLK_9)
|| (szChar >= SDLK_KP_0 && szChar <= SDLK_KP_9)))
{
// arbitrary 1 second limit to add to string or start fresh.
// maximal amount of characters is 100, which imo is far more than enough.
if (timer_Time() - m_TimeOfLastInput > 1.0 || m_InputBuffer.length() >= 100)
m_InputBuffer = szChar;
else
m_InputBuffer += szChar;
m_TimeOfLastInput = timer_Time();
CGUIList* pList;
GUI::GetSettingPointer(this, "list", pList);
// let's look for the closest element
// basically it's alphabetic order and "as many letters as we can get".
int closest = -1;
int bestIndex = -1;
int difference = 1250;
for (int i = 0; i < (int)pList->m_Items.size(); ++i)
{
int indexOfDifference = 0;
int diff = 0;
for (size_t j = 0; j < m_InputBuffer.length(); ++j)
{
diff = std::abs(pList->m_Items[i].GetRawString().LowerCase()[j] - (int)m_InputBuffer[j]);
if (diff == 0)
indexOfDifference = j+1;
else
break;
}
if (indexOfDifference > bestIndex || (indexOfDifference >= bestIndex && diff < difference))
{
bestIndex = indexOfDifference;
closest = i;
difference = diff;
}
}
// let's select the closest element. There should basically always be one.
if (closest != -1)
{
GUI::SetSetting(this, "selected", closest);
update_highlight = true;
GetScrollBar(0).SetPos(m_ItemsYPositions[closest] - 60);
}
result = IN_HANDLED;
}
break;
}
}
if (CList::ManuallyHandleEvent(ev) == IN_HANDLED)
result = IN_HANDLED;
if (update_highlight)
GUI::GetSetting(this, "selected", m_ElementHighlight);
return result;
}
void CDropDown::SetupListRect()
{
float size, buffer;
GUI::GetSetting(this, "dropdown_size", size);
GUI::GetSetting(this, "dropdown_buffer", buffer);
- if (m_ItemsYPositions.empty() || m_ItemsYPositions.back() >= size)
+ if (m_ItemsYPositions.empty() || m_ItemsYPositions.back() > size)
{
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom+buffer,
m_CachedActualSize.right, m_CachedActualSize.bottom+buffer + size);
m_HideScrollBar = false;
}
else
{
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom+buffer,
m_CachedActualSize.right, m_CachedActualSize.bottom+buffer + m_ItemsYPositions.back());
m_HideScrollBar = true;
}
}
CRect CDropDown::GetListRect() const
{
return m_CachedListRect;
}
bool CDropDown::MouseOver()
{
if(!GetGUI())
throw PSERROR_GUI_OperationNeedsGUIObject();
if (m_Open)
{
CRect rect(m_CachedActualSize.left, m_CachedActualSize.top,
m_CachedActualSize.right, GetListRect().bottom);
return rect.PointInside(GetMousePos());
}
else
return m_CachedActualSize.PointInside(GetMousePos());
}
void CDropDown::Draw()
{
if (!GetGUI())
return;
float bz = GetBufferedZ();
float dropdown_size, button_width;
GUI::GetSetting(this, "dropdown_size", dropdown_size);
GUI::GetSetting(this, "button_width", button_width);
CGUISpriteInstance* sprite;
CGUISpriteInstance* sprite2;
CGUISpriteInstance* sprite2_second;
int cell_id, selected = 0;
CColor color;
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
GUI::GetSettingPointer(this, "sprite2", sprite2);
GUI::GetSetting(this, "cell_id", cell_id);
GUI::GetSetting(this, "selected", selected);
GUI::GetSetting(this, enabled ? "textcolor_selected" : "textcolor_disabled", color);
GUI::GetSettingPointer(this, enabled ? "sprite" : "sprite_disabled", sprite);
GetGUI()->DrawSprite(*sprite, cell_id, bz, m_CachedActualSize);
if (button_width > 0.f)
{
CRect rect(m_CachedActualSize.right-button_width, m_CachedActualSize.top,
m_CachedActualSize.right, m_CachedActualSize.bottom);
if (!enabled)
{
GUI::GetSettingPointer(this, "sprite2_disabled", sprite2_second);
GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
}
else if (m_Open)
{
GUI::GetSettingPointer(this, "sprite2_pressed", sprite2_second);
GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
}
else if (m_MouseHovering)
{
GUI::GetSettingPointer(this, "sprite2_over", sprite2_second);
GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
}
else
GetGUI()->DrawSprite(*sprite2, cell_id, bz+0.05f, rect);
}
if (selected != -1) // TODO: Maybe check validity completely?
{
CRect cliparea(m_CachedActualSize.left, m_CachedActualSize.top,
m_CachedActualSize.right-button_width, m_CachedActualSize.bottom);
CPos pos(m_CachedActualSize.left, m_CachedActualSize.top);
DrawText(selected, color, pos, bz+0.1f, cliparea);
}
bool* scrollbar = NULL;
bool old;
GUI::GetSettingPointer(this, "scrollbar", scrollbar);
old = *scrollbar;
if (m_Open)
{
if (m_HideScrollBar)
*scrollbar = false;
DrawList(m_ElementHighlight, "sprite_list", "sprite_selectarea", "textcolor");
if (m_HideScrollBar)
*scrollbar = old;
}
}
// When a dropdown list is opened, it needs to be visible above all the other
// controls on the page. The only way I can think of to do this is to increase
// its z value when opened, so that it's probably on top.
float CDropDown::GetBufferedZ() const
{
float bz = CList::GetBufferedZ();
if (m_Open)
return std::min(bz + 500.f, 1000.f); // TODO - don't use magic number for max z value
else
return bz;
}
Index: ps/trunk/source/gui/IGUIScrollBar.h
===================================================================
--- ps/trunk/source/gui/IGUIScrollBar.h (revision 20499)
+++ ps/trunk/source/gui/IGUIScrollBar.h (revision 20500)
@@ -1,452 +1,452 @@
-/* Copyright (C) 2015 Wildfire Games.
+/* Copyright (C) 2017 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 .
*/
/*
A GUI ScrollBar
--Overview--
A GUI Scrollbar, this class doesn't present all functionality
to the scrollbar, it just controls the drawing and a wrapper
for interaction with it.
--Usage--
Used in everywhere scrollbars are needed, like in a combobox for instance.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_IGUISCROLLBAR
#define INCLUDED_IGUISCROLLBAR
#include "GUI.h"
/**
* The GUI Scroll-bar style. Tells us how scroll-bars look and feel.
*
* A scroll-bar style can choose whether to support horizontal, vertical
* or both.
*
* @see IGUIScrollBar
*/
struct SGUIScrollBarStyle
{
//--------------------------------------------------------
/** @name General Settings */
//--------------------------------------------------------
//@{
/**
* Width of bar, also both sides of the edge buttons.
*/
float m_Width;
/**
* Scrollable with the wheel.
*/
bool m_ScrollWheel;
/**
* How much (in percent, 0.1f = 10%) to scroll each time
* the wheel is admitted, or the buttons are pressed.
*/
float m_ScrollSpeed;
/**
* Whether or not the edge buttons should appear or not. Sometimes
* you actually don't want them, like perhaps in a combo box.
*/
bool m_ScrollButtons;
/**
* Sometimes there is *a lot* to scroll, but to prevent the scroll "bar"
* from being almost invisible (or ugly), you can set a minimum in pixel
* size.
*/
float m_MinimumBarSize;
/**
* Sometimes you would like your scroll bar to have a fixed maximum size
* so that the texture does not get too stretched, you can set a maximum
* in pixels.
*/
float m_MaximumBarSize;
/**
* True if you want edge buttons, i.e. buttons that can be pressed in order
* to scroll.
*/
bool m_UseEdgeButtons;
//@}
//--------------------------------------------------------
/** @name Vertical Sprites */
//--------------------------------------------------------
//@{
CGUISpriteInstance m_SpriteButtonTop;
CGUISpriteInstance m_SpriteButtonTopPressed;
CGUISpriteInstance m_SpriteButtonTopDisabled;
CGUISpriteInstance m_SpriteButtonTopOver;
CGUISpriteInstance m_SpriteButtonBottom;
CGUISpriteInstance m_SpriteButtonBottomPressed;
CGUISpriteInstance m_SpriteButtonBottomDisabled;
CGUISpriteInstance m_SpriteButtonBottomOver;
CGUISpriteInstance m_SpriteBarVertical;
CGUISpriteInstance m_SpriteBarVerticalOver;
CGUISpriteInstance m_SpriteBarVerticalPressed;
CGUISpriteInstance m_SpriteBackVertical;
//@}
//--------------------------------------------------------
/** @name Horizontal Sprites */
//--------------------------------------------------------
//@{
CGUISpriteInstance m_SpriteButtonLeft;
CGUISpriteInstance m_SpriteButtonLeftPressed;
CGUISpriteInstance m_SpriteButtonLeftDisabled;
CGUISpriteInstance m_SpriteButtonRight;
CGUISpriteInstance m_SpriteButtonRightPressed;
CGUISpriteInstance m_SpriteButtonRightDisabled;
CGUISpriteInstance m_SpriteBackHorizontal;
CGUISpriteInstance m_SpriteBarHorizontal;
//@}
};
/**
* The GUI Scroll-bar, used everywhere there is a scroll-bar in the game.
*
* To include a scroll-bar to an object, inherent the object from
* IGUIScrollBarOwner and call AddScrollBar() to add the scroll-bars.
*
* It's also important that the scrollbar is located within the parent
* object's mouse over area. Otherwise the input won't be sent to the
* scroll-bar.
*
* The class does not provide all functionality to the scroll-bar, many
* things the parent of the scroll-bar, must provide. Like a combo-box.
*/
class IGUIScrollBar
{
public:
IGUIScrollBar();
virtual ~IGUIScrollBar();
public:
/**
* Draw the scroll-bar
*/
virtual void Draw() = 0;
/**
* If an object that contains a scrollbar has got messages, send
* them to the scroll-bar and it will see if the message regarded
* itself.
*
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message) = 0;
/**
* Set m_Pos with g_mouse_x/y input, i.e. when draggin.
*/
virtual void SetPosFromMousePos(const CPos& mouse) = 0;
/**
* Hovering the scroll minus button
*
* @param mouse current mouse position
* @return True if mouse positions are hovering the button
*/
virtual bool HoveringButtonMinus(const CPos& UNUSED(mouse)) { return false; }
/**
* Hovering the scroll plus button
*
* @param mouse current mouse position
* @return True if mouse positions are hovering the button
*/
virtual bool HoveringButtonPlus(const CPos& UNUSED(mouse)) { return false; }
/**
* Get scroll-position
*/
float GetPos() const { return m_Pos; }
/**
* Set scroll-position by hand
*/
virtual void SetPos(float f) { m_Pos = f; UpdatePosBoundaries(); }
/**
* Get the value of m_Pos that corresponds to the bottom of the scrollable region
*/
- float GetMaxPos() const { return std::max(1.f, m_ScrollRange - m_ScrollSpace); }
+ float GetMaxPos() const { return std::max(0.f, m_ScrollRange - m_ScrollSpace); }
/**
- * Get the value of m_Pos that corresponds to the bottom of the scrollable region
+ * Scrollbars without height shouldn't be visible
*/
- float IsVisible() const { return GetMaxPos() != 1.f; }
+ bool IsVisible() const { return GetMaxPos() != 0.f; }
/**
* Increase scroll one step
*/
virtual void ScrollPlus() { m_Pos += 30.f; UpdatePosBoundaries(); }
/**
* Decrease scroll one step
*/
virtual void ScrollMinus() { m_Pos -= 30.f; UpdatePosBoundaries(); }
/**
* Increase scroll three steps
*/
virtual void ScrollPlusPlenty() { m_Pos += 90.f; UpdatePosBoundaries(); }
/**
* Decrease scroll three steps
*/
virtual void ScrollMinusPlenty() { m_Pos -= 90.f; UpdatePosBoundaries(); }
/**
* Set host object, must be done almost at creation of scroll bar.
* @param pOwner Pointer to host object.
*/
void SetHostObject(IGUIScrollBarOwner* pOwner) { m_pHostObject = pOwner; }
/**
* Get GUI pointer
* @return CGUI pointer
*/
CGUI* GetGUI() const;
/**
* Set GUI pointer
* @param pGUI pointer to CGUI object.
*/
void SetGUI(CGUI* pGUI) { m_pGUI = pGUI; }
/**
* Set Width
* @param width Width
*/
void SetWidth(float width) { m_Width = width; }
/**
* Set X Position
* @param x Position in this axis
*/
void SetX(float x) { m_X = x; }
/**
* Set Y Position
* @param y Position in this axis
*/
void SetY(float y) { m_Y = y; }
/**
* Set Z Position
* @param z Position in this axis
*/
void SetZ(float z) { m_Z = z; }
/**
* Set Length of scroll bar
* @param length Length
*/
void SetLength(float length) { m_Length = length; }
/**
* Set content length
* @param range Maximum scrollable range
*/
void SetScrollRange(float range) { m_ScrollRange = std::max(range, 1.f); SetupBarSize(); UpdatePosBoundaries(); }
/**
* Set space that is visible in the scrollable control.
* @param space Visible area in the scrollable control.
*/
void SetScrollSpace(float space) { m_ScrollSpace = space; SetupBarSize(); UpdatePosBoundaries(); }
/**
* Set bar pressed
* @param b True if bar is pressed
*/
void SetBarPressed(bool b) { m_BarPressed = b; }
/**
* Set Scroll bar style string
* @param style String with scroll bar style reference name
*/
void SetScrollBarStyle(const CStr& style) { m_ScrollBarStyle = style; }
/**
* Get style used by the scrollbar
* @return Scroll bar style struct.
*/
const SGUIScrollBarStyle* GetStyle() const;
/**
* Get the rectangle of the actual BAR. not the whole scroll-bar.
* @return Rectangle, CRect
*/
virtual CRect GetBarRect() const = 0;
/**
* Get the rectangle of the outline of the scrollbar, every component of the
* scroll-bar should be inside this area.
* @return Rectangle, CRect
*/
virtual CRect GetOuterRect() const = 0;
protected:
/**
* Sets up bar size
*/
void SetupBarSize();
/**
* Call every time m_Pos has been updated.
*/
void UpdatePosBoundaries();
protected:
//@}
//--------------------------------------------------------
/** @name Settings */
//--------------------------------------------------------
//@{
/**
* Width of the scroll bar
*/
float m_Width;
/**
* Absolute X Position
*/
float m_X;
/**
* Absolute Y Position
*/
float m_Y;
/**
* Absolute Z Position
*/
float m_Z;
/**
* Total length of scrollbar, including edge buttons.
*/
float m_Length;
/**
* Content that can be scrolled, in pixels
*/
float m_ScrollRange;
/**
* Content that can be viewed at a time, in pixels
*/
float m_ScrollSpace;
/**
* Use input from the scroll-wheel? True or false.
*/
float m_BarSize;
/**
* Scroll bar style reference name
*/
CStr m_ScrollBarStyle;
/**
* Pointer to scroll bar style used.
*/
SGUIScrollBarStyle *m_pStyle;
/**
* Host object, prerequisite!
*/
IGUIScrollBarOwner *m_pHostObject;
/**
* Reference to CGUI object, these cannot work stand-alone
*/
CGUI *m_pGUI;
/**
* Mouse position when bar was pressed
*/
CPos m_BarPressedAtPos;
//@}
//--------------------------------------------------------
/** @name States */
//--------------------------------------------------------
//@{
/**
* If the bar is currently being pressed and dragged.
*/
bool m_BarPressed;
/**
* Bar being hovered or not
*/
bool m_BarHovered;
/**
* Scroll buttons hovered
*/
bool m_ButtonMinusHovered, m_ButtonPlusHovered;
/**
* Scroll buttons pressed
*/
bool m_ButtonMinusPressed, m_ButtonPlusPressed;
/**
* Position of scroll bar, 0 means scrolled all the way to one side.
* It is measured in pixels, it is up to the host to make it actually
* apply in pixels.
*/
float m_Pos;
/**
* Position from 0.f to 1.f it had when the bar was pressed.
*/
float m_PosWhenPressed;
//@}
};
#endif // INCLUDED_IGUISCROLLBAR