888 lines
27 KiB
C++
Executable File
888 lines
27 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "console/consoleTypes.h"
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#include "console/console.h"
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#include "dgl/gBitmap.h"
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#include "dgl/gTexManager.h"
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#include "core/resManager.h"
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#include "platform/event.h"
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#include "dgl/dgl.h"
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#include "gui/core/guiArrayCtrl.h"
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#include "gui/containers/guiScrollCtrl.h"
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#include "gui/core/guiDefaultControlRender.h"
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IMPLEMENT_CONOBJECT(GuiScrollCtrl);
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// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- //
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GuiScrollCtrl::GuiScrollCtrl()
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{
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mBounds.extent.set(200,200);
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mChildMargin.set(0,0);
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mBorderThickness = 1;
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mScrollBarThickness = 16;
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mScrollBarArrowBtnLength = 16;
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stateDepressed = false;
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curHitRegion = None;
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mWillFirstRespond = true;
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mUseConstantHeightThumb = false;
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mForceVScrollBar = ScrollBarAlwaysOn;
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mForceHScrollBar = ScrollBarAlwaysOn;
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}
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static EnumTable::Enums scrollBarEnums[] =
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{
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{ GuiScrollCtrl::ScrollBarAlwaysOn, "alwaysOn" },
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{ GuiScrollCtrl::ScrollBarAlwaysOff, "alwaysOff" },
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{ GuiScrollCtrl::ScrollBarDynamic, "dynamic" },
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};
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static EnumTable gScrollBarTable(3, &scrollBarEnums[0]);
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ConsoleMethod(GuiScrollCtrl, scrollToTop, void, 2, 2, "() - scrolls the scroll control to the top of the child content area.")
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{
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argc; argv;
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object->scrollTo( 0, 0 );
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}
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ConsoleMethod(GuiScrollCtrl, scrollToBottom, void, 2, 2, "() - scrolls the scroll control to the bottom of the child content area.")
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{
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argc; argv;
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object->scrollTo( 0, 0x7FFFFFFF );
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}
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void GuiScrollCtrl::initPersistFields()
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{
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Parent::initPersistFields();
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addField("willFirstRespond", TypeBool, Offset(mWillFirstRespond, GuiScrollCtrl));
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addField("hScrollBar", TypeEnum, Offset(mForceHScrollBar, GuiScrollCtrl), 1, &gScrollBarTable);
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addField("vScrollBar", TypeEnum, Offset(mForceVScrollBar, GuiScrollCtrl), 1, &gScrollBarTable);
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addField("constantThumbHeight", TypeBool, Offset(mUseConstantHeightThumb, GuiScrollCtrl));
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addField("childMargin", TypePoint2I, Offset(mChildMargin, GuiScrollCtrl));
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}
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void GuiScrollCtrl::resize(const Point2I &newPos, const Point2I &newExt)
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{
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Parent::resize(newPos, newExt);
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computeSizes();
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}
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void GuiScrollCtrl::childResized(GuiControl *child)
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{
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Parent::childResized(child);
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computeSizes();
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}
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bool GuiScrollCtrl::onWake()
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{
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if (! Parent::onWake())
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return false;
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mTextureHandle = mProfile->mTextureHandle;
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mTextureHandle.setFilterNearest();
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bool result = mProfile->constructBitmapArray() >= BmpStates * BmpCount;
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AssertFatal(result, "Failed to create the bitmap array");
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mBitmapBounds = mProfile->mBitmapArrayRects.address();
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//init
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mBaseThumbSize = mBitmapBounds[BmpStates * BmpVThumbTopCap].extent.y +
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mBitmapBounds[BmpStates * BmpVThumbBottomCap].extent.y;
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mScrollBarThickness = mBitmapBounds[BmpStates * BmpVPage].extent.x;
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mScrollBarArrowBtnLength = mBitmapBounds[BmpStates * BmpUp].extent.y;
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computeSizes();
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return true;
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}
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void GuiScrollCtrl::onSleep()
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{
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Parent::onSleep();
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mTextureHandle = NULL;
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}
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bool GuiScrollCtrl::calcChildExtents()
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{
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// right now the scroll control really only deals well with a single
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// child control for its content
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if (!size())
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return false;
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GuiControl *ctrl = (GuiControl *) front();
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mChildExt = ctrl->mBounds.extent;
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mChildPos = ctrl->mBounds.point;
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return true;
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}
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RectI lastVisRect;
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void GuiScrollCtrl::scrollRectVisible(RectI rect)
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{
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// rect is passed in virtual client space
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if(rect.extent.x > mContentExt.x)
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rect.extent.x = mContentExt.x;
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if(rect.extent.y > mContentExt.y)
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rect.extent.y = mContentExt.y;
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// Determine the points bounding the requested rectangle
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Point2I rectUpperLeft = rect.point;
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Point2I rectLowerRight = rect.point + rect.extent;
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lastVisRect = rect;
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// Determine the points bounding the actual visible area...
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Point2I visUpperLeft = mChildRelPos;
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Point2I visLowerRight = mChildRelPos + mContentExt;
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Point2I delta(0,0);
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// We basically try to make sure that first the top left of the given
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// rect is visible, and if it is, then that the bottom right is visible.
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// Make sure the rectangle is visible along the X axis...
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if(rectUpperLeft.x < visUpperLeft.x)
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delta.x = rectUpperLeft.x - visUpperLeft.x;
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else if(rectLowerRight.x > visLowerRight.x)
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delta.x = rectLowerRight.x - visLowerRight.x;
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// Make sure the rectangle is visible along the Y axis...
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if(rectUpperLeft.y < visUpperLeft.y)
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delta.y = rectUpperLeft.y - visUpperLeft.y;
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else if(rectLowerRight.y > visLowerRight.y)
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delta.y = rectLowerRight.y - visLowerRight.y;
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// If we had any changes, scroll, otherwise don't.
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if(delta.x || delta.y)
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scrollDelta(delta.x, delta.y);
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}
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void GuiScrollCtrl::addObject(SimObject *object)
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{
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Parent::addObject(object);
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computeSizes();
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}
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GuiControl* GuiScrollCtrl::findHitControl(const Point2I &pt, S32 initialLayer)
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{
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if(pt.x < mProfile->mBorderThickness || pt.y < mProfile->mBorderThickness)
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return this;
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if(pt.x >= mBounds.extent.x - mProfile->mBorderThickness - (mHasVScrollBar ? mScrollBarThickness : 0) ||
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pt.y >= mBounds.extent.y - mProfile->mBorderThickness - (mHasHScrollBar ? mScrollBarThickness : 0))
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return this;
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return Parent::findHitControl(pt, initialLayer);
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}
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void GuiScrollCtrl::computeSizes()
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{
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S32 thickness = (mProfile ? mProfile->mBorderThickness : 1);
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Point2I borderExtent(thickness, thickness);
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mContentPos = borderExtent + mChildMargin;
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mContentExt = mBounds.extent - (mChildMargin * 2)
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- (borderExtent * 2);
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Point2I childLowerRight;
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mHBarEnabled = false;
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mVBarEnabled = false;
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mHasVScrollBar = (mForceVScrollBar == ScrollBarAlwaysOn);
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mHasHScrollBar = (mForceHScrollBar == ScrollBarAlwaysOn);
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setUpdate();
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if (calcChildExtents())
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{
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childLowerRight = mChildPos + mChildExt;
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if (mHasVScrollBar)
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mContentExt.x -= mScrollBarThickness;
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if (mHasHScrollBar)
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mContentExt.y -= mScrollBarThickness;
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if (mChildExt.x > mContentExt.x && (mForceHScrollBar == ScrollBarDynamic))
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{
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mHasHScrollBar = true;
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mContentExt.y -= mScrollBarThickness;
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}
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if (mChildExt.y > mContentExt.y && (mForceVScrollBar == ScrollBarDynamic))
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{
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mHasVScrollBar = true;
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mContentExt.x -= mScrollBarThickness;
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// doh! ext.x changed, so check hscrollbar again
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if (mChildExt.x > mContentExt.x && !mHasHScrollBar && (mForceHScrollBar == ScrollBarDynamic))
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{
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mHasHScrollBar = true;
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mContentExt.y -= mScrollBarThickness;
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}
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}
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Point2I contentLowerRight = mContentPos + mContentExt;
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// see if the child controls need to be repositioned (null space in control)
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Point2I delta(0,0);
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if (mChildPos.x > mContentPos.x)
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delta.x = mContentPos.x - mChildPos.x;
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else if (contentLowerRight.x > childLowerRight.x)
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{
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S32 diff = contentLowerRight.x - childLowerRight.x;
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delta.x = getMin(mContentPos.x - mChildPos.x, diff);
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}
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//reposition the children if the child extent > the scroll content extent
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if (mChildPos.y > mContentPos.y)
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delta.y = mContentPos.y - mChildPos.y;
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else if (contentLowerRight.y > childLowerRight.y)
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{
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S32 diff = contentLowerRight.y - childLowerRight.y;
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delta.y = getMin(mContentPos.y - mChildPos.y, diff);
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}
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// apply the deltas to the children...
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if (delta.x || delta.y)
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{
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SimGroup::iterator i;
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for(i = begin(); i != end();i++)
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{
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GuiControl *ctrl = (GuiControl *) (*i);
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ctrl->mBounds.point += delta;
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}
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mChildPos += delta;
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childLowerRight += delta;
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}
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// enable needed scroll bars
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if (mChildExt.x > mContentExt.x)
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mHBarEnabled = true;
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if (mChildExt.y > mContentExt.y)
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mVBarEnabled = true;
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mChildRelPos = mContentPos - mChildPos;
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}
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// build all the rectangles and such...
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calcScrollRects();
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calcThumbs();
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}
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void GuiScrollCtrl::calcScrollRects(void)
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{
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S32 thickness = ( mProfile ? mProfile->mBorderThickness : 1 );
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if (mHasHScrollBar)
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{
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mLeftArrowRect.set(thickness,
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mBounds.extent.y - thickness - mScrollBarThickness - 1,
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mScrollBarArrowBtnLength,
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mScrollBarThickness);
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mRightArrowRect.set(mBounds.extent.x - thickness - (mHasVScrollBar ? mScrollBarThickness : 0) - mScrollBarArrowBtnLength,
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mBounds.extent.y - thickness - mScrollBarThickness - 1,
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mScrollBarArrowBtnLength,
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mScrollBarThickness);
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mHTrackRect.set(mLeftArrowRect.point.x + mLeftArrowRect.extent.x,
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mLeftArrowRect.point.y,
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mRightArrowRect.point.x - (mLeftArrowRect.point.x + mLeftArrowRect.extent.x),
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mScrollBarThickness);
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}
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if (mHasVScrollBar)
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{
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mUpArrowRect.set(mBounds.extent.x - thickness - mScrollBarThickness,
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thickness,
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mScrollBarThickness,
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mScrollBarArrowBtnLength);
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mDownArrowRect.set(mBounds.extent.x - thickness - mScrollBarThickness,
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mBounds.extent.y - thickness - mScrollBarArrowBtnLength - (mHasHScrollBar ? ( mScrollBarThickness + 1 ) : 0),
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mScrollBarThickness,
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mScrollBarArrowBtnLength);
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mVTrackRect.set(mUpArrowRect.point.x,
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mUpArrowRect.point.y + mUpArrowRect.extent.y,
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mScrollBarThickness,
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mDownArrowRect.point.y - (mUpArrowRect.point.y + mUpArrowRect.extent.y) );
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}
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}
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void GuiScrollCtrl::calcThumbs()
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{
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if (mHBarEnabled)
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{
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U32 trackSize = mHTrackRect.len_x();
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if (mUseConstantHeightThumb)
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mHThumbSize = mBaseThumbSize;
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else
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mHThumbSize = getMax(mBaseThumbSize, S32((mContentExt.x * trackSize) / mChildExt.x));
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mHThumbPos = mHTrackRect.point.x + (mChildRelPos.x * (trackSize - mHThumbSize)) / (mChildExt.x - mContentExt.x);
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}
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if (mVBarEnabled)
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{
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U32 trackSize = mVTrackRect.len_y();
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if (mUseConstantHeightThumb)
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mVThumbSize = mBaseThumbSize;
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else
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mVThumbSize = getMax(mBaseThumbSize, S32((mContentExt.y * trackSize) / mChildExt.y));
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mVThumbPos = mVTrackRect.point.y + (mChildRelPos.y * (trackSize - mVThumbSize)) / (mChildExt.y - mContentExt.y);
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}
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}
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void GuiScrollCtrl::scrollDelta(S32 deltaX, S32 deltaY)
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{
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scrollTo(mChildRelPos.x + deltaX, mChildRelPos.y + deltaY);
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}
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void GuiScrollCtrl::scrollTo(S32 x, S32 y)
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{
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if(!size())
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return;
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setUpdate();
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if (x > mChildExt.x - mContentExt.x)
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x = mChildExt.x - mContentExt.x;
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if (x < 0)
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x = 0;
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if (y > mChildExt.y - mContentExt.y)
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y = mChildExt.y - mContentExt.y;
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if (y < 0)
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y = 0;
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Point2I delta(x - mChildRelPos.x, y - mChildRelPos.y);
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mChildRelPos += delta;
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mChildPos -= delta;
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for(SimSet::iterator i = begin(); i != end();i++)
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{
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GuiControl *ctrl = (GuiControl *) (*i);
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ctrl->mBounds.point -= delta;
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}
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calcThumbs();
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}
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GuiScrollCtrl::Region GuiScrollCtrl::findHitRegion(const Point2I &pt)
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{
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if (mVBarEnabled && mHasVScrollBar)
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{
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if (mUpArrowRect.pointInRect(pt))
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return UpArrow;
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else if (mDownArrowRect.pointInRect(pt))
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return DownArrow;
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else if (mVTrackRect.pointInRect(pt))
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{
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if (pt.y < mVThumbPos)
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return UpPage;
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else if (pt.y < mVThumbPos + mVThumbSize)
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return VertThumb;
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else
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return DownPage;
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}
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}
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if (mHBarEnabled && mHasHScrollBar)
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{
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if (mLeftArrowRect.pointInRect(pt))
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return LeftArrow;
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else if (mRightArrowRect.pointInRect(pt))
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return RightArrow;
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else if (mHTrackRect.pointInRect(pt))
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{
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if (pt.x < mHThumbPos)
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return LeftPage;
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else if (pt.x < mHThumbPos + mHThumbSize)
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return HorizThumb;
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else
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return RightPage;
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}
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}
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return None;
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}
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bool GuiScrollCtrl::wantsTabListMembership()
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{
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return true;
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}
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bool GuiScrollCtrl::loseFirstResponder()
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{
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setUpdate();
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return true;
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}
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bool GuiScrollCtrl::becomeFirstResponder()
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{
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setUpdate();
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return mWillFirstRespond;
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}
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bool GuiScrollCtrl::onKeyDown(const GuiEvent &event)
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{
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if (mWillFirstRespond)
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{
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switch (event.keyCode)
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{
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case KEY_RIGHT:
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scrollByRegion(RightArrow);
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return true;
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case KEY_LEFT:
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scrollByRegion(LeftArrow);
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return true;
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case KEY_DOWN:
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scrollByRegion(DownArrow);
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return true;
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case KEY_UP:
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scrollByRegion(UpArrow);
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return true;
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case KEY_PAGE_UP:
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scrollByRegion(UpPage);
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return true;
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case KEY_PAGE_DOWN:
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scrollByRegion(DownPage);
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return true;
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}
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}
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return Parent::onKeyDown(event);
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}
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void GuiScrollCtrl::onMouseDown(const GuiEvent &event)
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{
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mouseLock();
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setFirstResponder();
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setUpdate();
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Point2I curMousePos = globalToLocalCoord(event.mousePoint);
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curHitRegion = findHitRegion(curMousePos);
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stateDepressed = true;
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// Set a 0.5 second delay before we start scrolling
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mLastUpdated = Platform::getVirtualMilliseconds() + 500;
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scrollByRegion(curHitRegion);
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if (curHitRegion == VertThumb)
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{
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mChildRelPosAnchor = mChildRelPos;
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mThumbMouseDelta = curMousePos.y - mVThumbPos;
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}
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else if (curHitRegion == HorizThumb)
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{
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mChildRelPosAnchor = mChildRelPos;
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mThumbMouseDelta = curMousePos.x - mHThumbPos;
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}
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}
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void GuiScrollCtrl::onMouseUp(const GuiEvent &)
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{
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mouseUnlock();
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setUpdate();
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curHitRegion = None;
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stateDepressed = false;
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}
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void GuiScrollCtrl::onMouseDragged(const GuiEvent &event)
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{
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Point2I curMousePos = globalToLocalCoord(event.mousePoint);
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setUpdate();
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if ( (curHitRegion != VertThumb) && (curHitRegion != HorizThumb) )
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{
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Region hit = findHitRegion(curMousePos);
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if (hit != curHitRegion)
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stateDepressed = false;
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else
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stateDepressed = true;
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return;
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}
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// ok... if the mouse is 'near' the scroll bar, scroll with it
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// otherwise, snap back to the previous position.
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if (curHitRegion == VertThumb)
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{
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if (curMousePos.x >= mVTrackRect.point.x - mScrollBarThickness &&
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curMousePos.x <= mVTrackRect.point.x + mVTrackRect.extent.x - 1 + mScrollBarThickness &&
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curMousePos.y >= mVTrackRect.point.y - mScrollBarThickness &&
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curMousePos.y <= mVTrackRect.point.y + mVTrackRect.extent.y - 1 + mScrollBarThickness)
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{
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S32 newVThumbPos = curMousePos.y - mThumbMouseDelta;
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if(newVThumbPos != mVThumbPos)
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{
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S32 newVPos = (newVThumbPos - mVTrackRect.point.y) *
|
|
(mChildExt.y - mContentExt.y) /
|
|
(mVTrackRect.extent.y - mVThumbSize);
|
|
|
|
scrollTo(mChildRelPosAnchor.x, newVPos);
|
|
}
|
|
}
|
|
else
|
|
scrollTo(mChildRelPosAnchor.x, mChildRelPosAnchor.y);
|
|
}
|
|
else if (curHitRegion == HorizThumb)
|
|
{
|
|
if (curMousePos.x >= mHTrackRect.point.x - mScrollBarThickness &&
|
|
curMousePos.x <= mHTrackRect.point.x + mHTrackRect.extent.x - 1 + mScrollBarThickness &&
|
|
curMousePos.y >= mHTrackRect.point.y - mScrollBarThickness &&
|
|
curMousePos.y <= mHTrackRect.point.y + mHTrackRect.extent.y - 1 + mScrollBarThickness)
|
|
{
|
|
S32 newHThumbPos = curMousePos.x - mThumbMouseDelta;
|
|
if(newHThumbPos != mHThumbPos)
|
|
{
|
|
S32 newHPos = (newHThumbPos - mHTrackRect.point.x) *
|
|
(mChildExt.x - mContentExt.x) /
|
|
(mHTrackRect.extent.x - mHThumbSize);
|
|
|
|
scrollTo(newHPos, mChildRelPosAnchor.y);
|
|
}
|
|
}
|
|
else
|
|
scrollTo(mChildRelPosAnchor.x, mChildRelPosAnchor.y);
|
|
}
|
|
}
|
|
|
|
bool GuiScrollCtrl::onMouseWheelUp(const GuiEvent &event)
|
|
{
|
|
if ( !mAwake || !mVisible )
|
|
return( false );
|
|
|
|
scrollByRegion((event.modifier & SI_CTRL) ? UpPage : UpArrow);
|
|
|
|
// Tell the kids that the mouse moved (relatively):
|
|
iterator itr;
|
|
for ( itr = begin(); itr != end(); itr++ )
|
|
{
|
|
GuiControl* grandKid = static_cast<GuiControl*>( *itr );
|
|
grandKid->onMouseMove( event );
|
|
}
|
|
|
|
return( true );
|
|
}
|
|
|
|
bool GuiScrollCtrl::onMouseWheelDown(const GuiEvent &event)
|
|
{
|
|
if ( !mAwake || !mVisible )
|
|
return( false );
|
|
|
|
scrollByRegion((event.modifier & SI_CTRL) ? DownPage : DownArrow);
|
|
|
|
// Tell the kids that the mouse moved (relatively):
|
|
iterator itr;
|
|
for ( itr = begin(); itr != end(); itr++ )
|
|
{
|
|
GuiControl* grandKid = static_cast<GuiControl *>( *itr );
|
|
grandKid->onMouseMove( event );
|
|
}
|
|
|
|
return( true );
|
|
}
|
|
|
|
void GuiScrollCtrl::onPreRender()
|
|
{
|
|
Parent::onPreRender();
|
|
|
|
// Short circuit if not depressed to save cycles
|
|
if( stateDepressed != true )
|
|
return;
|
|
|
|
//default to one second, though it shouldn't be necessary
|
|
U32 timeThreshold = 1000;
|
|
|
|
// We don't want to scroll by pages at an interval the same as when we're scrolling
|
|
// using the arrow buttons, so adjust accordingly.
|
|
switch( curHitRegion )
|
|
{
|
|
case UpPage:
|
|
case DownPage:
|
|
case LeftPage:
|
|
case RightPage:
|
|
timeThreshold = 200;
|
|
break;
|
|
case UpArrow:
|
|
case DownArrow:
|
|
case LeftArrow:
|
|
case RightArrow:
|
|
timeThreshold = 20;
|
|
break;
|
|
default:
|
|
// Neither a button or a page, don't scroll (shouldn't get here)
|
|
return;
|
|
break;
|
|
};
|
|
|
|
S32 timeElapsed = Platform::getVirtualMilliseconds() - mLastUpdated;
|
|
|
|
if ( ( timeElapsed > 0 ) && ( timeElapsed > timeThreshold ) )
|
|
{
|
|
|
|
mLastUpdated = Platform::getVirtualMilliseconds();
|
|
scrollByRegion(curHitRegion);
|
|
}
|
|
|
|
}
|
|
|
|
void GuiScrollCtrl::scrollByRegion(Region reg)
|
|
{
|
|
setUpdate();
|
|
if(!size())
|
|
return;
|
|
GuiControl *content = (GuiControl *) front();
|
|
U32 rowHeight, columnWidth;
|
|
U32 pageHeight, pageWidth;
|
|
|
|
content->getScrollLineSizes(&rowHeight, &columnWidth);
|
|
|
|
if(rowHeight >= mContentExt.y)
|
|
pageHeight = 1;
|
|
else
|
|
pageHeight = mContentExt.y - rowHeight;
|
|
|
|
if(columnWidth >= mContentExt.x)
|
|
pageWidth = 1;
|
|
else
|
|
pageWidth = mContentExt.x - columnWidth;
|
|
|
|
if (mVBarEnabled)
|
|
{
|
|
switch(reg)
|
|
{
|
|
case UpPage:
|
|
scrollDelta(0, -pageHeight);
|
|
break;
|
|
case DownPage:
|
|
scrollDelta(0, pageHeight);
|
|
break;
|
|
case UpArrow:
|
|
scrollDelta(0, -rowHeight);
|
|
break;
|
|
case DownArrow:
|
|
scrollDelta(0, rowHeight);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mHBarEnabled)
|
|
{
|
|
switch(reg)
|
|
{
|
|
case LeftPage:
|
|
scrollDelta(-pageWidth, 0);
|
|
break;
|
|
case RightPage:
|
|
scrollDelta(pageWidth, 0);
|
|
break;
|
|
case LeftArrow:
|
|
scrollDelta(-columnWidth, 0);
|
|
break;
|
|
case RightArrow:
|
|
scrollDelta(columnWidth, 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GuiScrollCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|
{
|
|
RectI r(offset.x, offset.y, mBounds.extent.x, mBounds.extent.y);
|
|
|
|
if (mProfile->mOpaque)
|
|
dglDrawRectFill(r, mProfile->mFillColor);
|
|
|
|
if (mProfile->mBorder)
|
|
renderFilledBorder(r, mProfile);
|
|
|
|
// draw scroll bars
|
|
if (mHasVScrollBar)
|
|
drawVScrollBar(offset);
|
|
|
|
if (mHasHScrollBar)
|
|
drawHScrollBar(offset);
|
|
|
|
//draw the scroll corner
|
|
if (mHasVScrollBar && mHasHScrollBar)
|
|
drawScrollCorner(offset);
|
|
|
|
// draw content controls
|
|
// create a rect to intersect with the updateRect
|
|
RectI contentRect(mContentPos.x + offset.x, mContentPos.y + offset.y, mContentExt.x, mContentExt.y);
|
|
if(contentRect.intersect(updateRect))
|
|
renderChildControls(offset, contentRect);
|
|
|
|
// Finally draw the last vis rect (debug aid, BJG)
|
|
//RectI renderRect = lastVisRect;
|
|
//renderRect.point += mContentPos + offset;
|
|
|
|
//dglSetClipRect(r);
|
|
//dglDrawRect(renderRect, ColorI(0, 255, 0));
|
|
}
|
|
|
|
void GuiScrollCtrl::drawBorder( const Point2I &offset, bool /*isFirstResponder*/ )
|
|
{
|
|
}
|
|
|
|
void GuiScrollCtrl::drawVScrollBar(const Point2I &offset)
|
|
{
|
|
Point2I pos = offset + mUpArrowRect.point;
|
|
S32 bitmap = (mVBarEnabled ? ((curHitRegion == UpArrow && stateDepressed) ?
|
|
BmpStates * BmpUp + BmpHilite : BmpStates * BmpUp) : BmpStates * BmpUp + BmpDisabled);
|
|
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[bitmap]);
|
|
|
|
pos.y += mScrollBarArrowBtnLength;
|
|
S32 end;
|
|
if (mVBarEnabled)
|
|
end = mVThumbPos + offset.y;
|
|
else
|
|
end = mDownArrowRect.point.y + offset.y;
|
|
|
|
bitmap = (mVBarEnabled ? ((curHitRegion == DownPage && stateDepressed) ?
|
|
BmpStates * BmpVPage + BmpHilite : BmpStates * BmpVPage) : BmpStates * BmpVPage + BmpDisabled);
|
|
|
|
if (end > pos.y)
|
|
{
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapStretchSR(mTextureHandle, RectI(pos, Point2I(mBitmapBounds[bitmap].extent.x, end - pos.y)), mBitmapBounds[bitmap]);
|
|
}
|
|
|
|
pos.y = end;
|
|
if (mVBarEnabled)
|
|
{
|
|
bool thumbSelected = (curHitRegion == VertThumb && stateDepressed);
|
|
S32 ttop = (thumbSelected ? BmpStates * BmpVThumbTopCap + BmpHilite : BmpStates * BmpVThumbTopCap);
|
|
S32 tmid = (thumbSelected ? BmpStates * BmpVThumb + BmpHilite : BmpStates * BmpVThumb);
|
|
S32 tbot = (thumbSelected ? BmpStates * BmpVThumbBottomCap + BmpHilite : BmpStates * BmpVThumbBottomCap);
|
|
|
|
// draw the thumb
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[ttop]);
|
|
pos.y += mBitmapBounds[ttop].extent.y;
|
|
end = mVThumbPos + mVThumbSize - mBitmapBounds[tbot].extent.y + offset.y;
|
|
|
|
if (end > pos.y)
|
|
{
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapStretchSR(mTextureHandle, RectI(pos, Point2I(mBitmapBounds[tmid].extent.x, end - pos.y)), mBitmapBounds[tmid]);
|
|
}
|
|
|
|
pos.y = end;
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[tbot]);
|
|
pos.y += mBitmapBounds[tbot].extent.y;
|
|
end = mVTrackRect.point.y + mVTrackRect.extent.y - 1 + offset.y;
|
|
|
|
bitmap = (curHitRegion == DownPage && stateDepressed) ? BmpStates * BmpVPage + BmpHilite : BmpStates * BmpVPage;
|
|
if (end > pos.y)
|
|
{
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapStretchSR(mTextureHandle, RectI(pos, Point2I(mBitmapBounds[bitmap].extent.x, end - pos.y)), mBitmapBounds[bitmap]);
|
|
}
|
|
|
|
pos.y = end;
|
|
}
|
|
|
|
bitmap = (mVBarEnabled ? ((curHitRegion == DownArrow && stateDepressed ) ?
|
|
BmpStates * BmpDown + BmpHilite : BmpStates * BmpDown) : BmpStates * BmpDown + BmpDisabled);
|
|
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[bitmap]);
|
|
}
|
|
|
|
void GuiScrollCtrl::drawHScrollBar(const Point2I &offset)
|
|
{
|
|
S32 bitmap;
|
|
|
|
//draw the left arrow
|
|
bitmap = (mHBarEnabled ? ((curHitRegion == LeftArrow && stateDepressed) ?
|
|
BmpStates * BmpLeft + BmpHilite : BmpStates * BmpLeft) : BmpStates * BmpLeft + BmpDisabled);
|
|
|
|
Point2I pos = offset;
|
|
pos += mLeftArrowRect.point;
|
|
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[bitmap]);
|
|
|
|
pos.x += mLeftArrowRect.extent.x;
|
|
|
|
//draw the left page
|
|
S32 end;
|
|
if (mHBarEnabled)
|
|
end = mHThumbPos + offset.x;
|
|
else
|
|
end = mRightArrowRect.point.x + offset.x;
|
|
|
|
bitmap = (mHBarEnabled ? ((curHitRegion == LeftPage && stateDepressed) ?
|
|
BmpStates * BmpHPage + BmpHilite : BmpStates * BmpHPage) : BmpStates * BmpHPage + BmpDisabled);
|
|
|
|
if (end > pos.x)
|
|
{
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapStretchSR(mTextureHandle, RectI(pos, Point2I(end - pos.x, mBitmapBounds[bitmap].extent.y)), mBitmapBounds[bitmap]);
|
|
}
|
|
pos.x = end;
|
|
|
|
//draw the thumb and the rightPage
|
|
if (mHBarEnabled)
|
|
{
|
|
bool thumbSelected = (curHitRegion == HorizThumb && stateDepressed);
|
|
S32 ttop = (thumbSelected ? BmpStates * BmpHThumbLeftCap + BmpHilite : BmpStates * BmpHThumbLeftCap );
|
|
S32 tmid = (thumbSelected ? BmpStates * BmpHThumb + BmpHilite : BmpStates * BmpHThumb);
|
|
S32 tbot = (thumbSelected ? BmpStates * BmpHThumbRightCap + BmpHilite : BmpStates * BmpHThumbRightCap);
|
|
|
|
// draw the thumb
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[ttop]);
|
|
pos.x += mBitmapBounds[ttop].extent.x;
|
|
end = mHThumbPos + mHThumbSize - mBitmapBounds[tbot].extent.x + offset.x;
|
|
if (end > pos.x)
|
|
{
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapStretchSR(mTextureHandle, RectI(pos, Point2I(end - pos.x, mBitmapBounds[tmid].extent.y)), mBitmapBounds[tmid]);
|
|
}
|
|
|
|
pos.x = end;
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[tbot]);
|
|
pos.x += mBitmapBounds[tbot].extent.x;
|
|
end = mHTrackRect.point.x + mHTrackRect.extent.x - 1 + offset.x;
|
|
|
|
bitmap = ((curHitRegion == RightPage && stateDepressed) ? BmpStates * BmpHPage + BmpHilite : BmpStates * BmpHPage);
|
|
|
|
if (end > pos.x)
|
|
{
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapStretchSR(mTextureHandle, RectI(pos, Point2I(end - pos.x, mBitmapBounds[bitmap].extent.y)), mBitmapBounds[bitmap]);
|
|
}
|
|
|
|
pos.x = end;
|
|
}
|
|
bitmap = (mHBarEnabled ? ((curHitRegion == RightArrow && stateDepressed) ?
|
|
BmpStates * BmpRight + BmpHilite : BmpStates * BmpRight) : BmpStates * BmpRight + BmpDisabled);
|
|
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[bitmap]);
|
|
}
|
|
|
|
void GuiScrollCtrl::drawScrollCorner(const Point2I &offset)
|
|
{
|
|
Point2I pos = offset;
|
|
pos.x += mRightArrowRect.point.x + mRightArrowRect.extent.x;
|
|
pos.y += mRightArrowRect.point.y;
|
|
dglClearBitmapModulation();
|
|
dglDrawBitmapSR(mTextureHandle, pos, mBitmapBounds[BmpStates * BmpResize]);
|
|
}
|
|
|
|
void GuiScrollCtrl::autoScroll(Region reg)
|
|
{
|
|
scrollByRegion(reg);
|
|
}
|