tge/engine/gui/containers/guiScrollCtrl.cc
2017-04-17 06:17:10 -06:00

916 lines
28 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "console/console.h"
#include "dgl/gBitmap.h"
#include "dgl/gTexManager.h"
#include "core/resManager.h"
#include "platform/event.h"
#include "dgl/dgl.h"
#include "gui/core/guiArrayCtrl.h"
#include "gui/containers/guiScrollCtrl.h"
#include "gui/core/guiDefaultControlRender.h"
IMPLEMENT_CONOBJECT(GuiScrollCtrl);
// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- //
GuiScrollCtrl::GuiScrollCtrl()
{
mBounds.extent.set(200,200);
mChildMargin.set(0,0);
mBorderThickness = 1;
mScrollBarThickness = 16;
mScrollBarArrowBtnLength = 16;
mScrollBarDragTolerance = 130;
stateDepressed = false;
curHitRegion = None;
mWillFirstRespond = true;
mUseConstantHeightThumb = false;
mForceVScrollBar = ScrollBarAlwaysOn;
mForceHScrollBar = ScrollBarAlwaysOn;
}
static EnumTable::Enums scrollBarEnums[] =
{
{ GuiScrollCtrl::ScrollBarAlwaysOn, "alwaysOn" },
{ GuiScrollCtrl::ScrollBarAlwaysOff, "alwaysOff" },
{ GuiScrollCtrl::ScrollBarDynamic, "dynamic" },
};
static EnumTable gScrollBarTable(3, &scrollBarEnums[0]);
ConsoleMethod(GuiScrollCtrl, scrollToTop, void, 2, 2, "() - scrolls the scroll control to the top of the child content area.")
{
argc; argv;
object->scrollTo( 0, 0 );
}
ConsoleMethod(GuiScrollCtrl, scrollToBottom, void, 2, 2, "() - scrolls the scroll control to the bottom of the child content area.")
{
argc; argv;
object->scrollTo( 0, 0x7FFFFFFF );
}
ConsoleMethod(GuiScrollCtrl, setScrollPosition, void, 4, 4, "(x, y) - scrolls the scroll control to the specified position.")
{
object->scrollTo(dAtoi(argv[2]), dAtoi(argv[3]));
}
ConsoleMethod(GuiScrollCtrl, getScrollPositionX, S32, 2, 2, "() - get the current x scroll position of the scroll control.")
{
return object->getChildRelPos().x;
}
ConsoleMethod(GuiScrollCtrl, getScrollPositionY, S32, 2, 2, "() - get the current y scroll position of the scroll control.")
{
return object->getChildRelPos().y;
}
void GuiScrollCtrl::initPersistFields()
{
Parent::initPersistFields();
addField("willFirstRespond", TypeBool, Offset(mWillFirstRespond, GuiScrollCtrl));
addField("hScrollBar", TypeEnum, Offset(mForceHScrollBar, GuiScrollCtrl), 1, &gScrollBarTable);
addField("vScrollBar", TypeEnum, Offset(mForceVScrollBar, GuiScrollCtrl), 1, &gScrollBarTable);
addField("constantThumbHeight", TypeBool, Offset(mUseConstantHeightThumb, GuiScrollCtrl));
addField("childMargin", TypePoint2I, Offset(mChildMargin, GuiScrollCtrl));
}
void GuiScrollCtrl::resize(const Point2I &newPos, const Point2I &newExt)
{
Parent::resize(newPos, newExt);
computeSizes();
}
void GuiScrollCtrl::childResized(GuiControl *child)
{
Parent::childResized(child);
computeSizes();
}
bool GuiScrollCtrl::onWake()
{
if (! Parent::onWake())
return false;
mTextureHandle = mProfile->mTextureHandle;
mTextureHandle.setFilterNearest();
bool result = mProfile->constructBitmapArray() >= BmpStates * BmpCount;
AssertFatal(result, "Failed to create the bitmap array");
mBitmapBounds = mProfile->mBitmapArrayRects.address();
//init
mBaseThumbSize = mBitmapBounds[BmpStates * BmpVThumbTopCap].extent.y +
mBitmapBounds[BmpStates * BmpVThumbBottomCap].extent.y;
mScrollBarThickness = mBitmapBounds[BmpStates * BmpVPage].extent.x;
mScrollBarArrowBtnLength = mBitmapBounds[BmpStates * BmpUp].extent.y;
computeSizes();
return true;
}
void GuiScrollCtrl::onSleep()
{
Parent::onSleep();
mTextureHandle = NULL;
}
bool GuiScrollCtrl::calcChildExtents()
{
// right now the scroll control really only deals well with a single
// child control for its content
if (!size())
return false;
GuiControl *ctrl = (GuiControl *) front();
mChildExt = ctrl->mBounds.extent;
mChildPos = ctrl->mBounds.point;
return true;
}
RectI lastVisRect;
void GuiScrollCtrl::scrollRectVisible(RectI rect)
{
// rect is passed in virtual client space
if(rect.extent.x > mContentExt.x)
rect.extent.x = mContentExt.x;
if(rect.extent.y > mContentExt.y)
rect.extent.y = mContentExt.y;
// Determine the points bounding the requested rectangle
Point2I rectUpperLeft = rect.point;
Point2I rectLowerRight = rect.point + rect.extent;
lastVisRect = rect;
// Determine the points bounding the actual visible area...
Point2I visUpperLeft = mChildRelPos;
Point2I visLowerRight = mChildRelPos + mContentExt;
Point2I delta(0,0);
// We basically try to make sure that first the top left of the given
// rect is visible, and if it is, then that the bottom right is visible.
// Make sure the rectangle is visible along the X axis...
if(rectUpperLeft.x < visUpperLeft.x)
delta.x = rectUpperLeft.x - visUpperLeft.x;
else if(rectLowerRight.x > visLowerRight.x)
delta.x = rectLowerRight.x - visLowerRight.x;
// Make sure the rectangle is visible along the Y axis...
if(rectUpperLeft.y < visUpperLeft.y)
delta.y = rectUpperLeft.y - visUpperLeft.y;
else if(rectLowerRight.y > visLowerRight.y)
delta.y = rectLowerRight.y - visLowerRight.y;
// If we had any changes, scroll, otherwise don't.
if(delta.x || delta.y)
scrollDelta(delta.x, delta.y);
}
void GuiScrollCtrl::addObject(SimObject *object)
{
Parent::addObject(object);
computeSizes();
}
GuiControl* GuiScrollCtrl::findHitControl(const Point2I &pt, S32 initialLayer)
{
if(pt.x < mProfile->mBorderThickness || pt.y < mProfile->mBorderThickness)
return this;
if(pt.x >= mBounds.extent.x - mProfile->mBorderThickness - (mHasVScrollBar ? mScrollBarThickness : 0) ||
pt.y >= mBounds.extent.y - mProfile->mBorderThickness - (mHasHScrollBar ? mScrollBarThickness : 0))
return this;
return Parent::findHitControl(pt, initialLayer);
}
void GuiScrollCtrl::computeSizes()
{
S32 thickness = (mProfile ? mProfile->mBorderThickness : 1);
Point2I borderExtent(thickness, thickness);
mContentPos = borderExtent + mChildMargin;
mContentExt = mBounds.extent - (mChildMargin * 2)
- (borderExtent * 2);
Point2I childLowerRight;
mHBarEnabled = false;
mVBarEnabled = false;
mHasVScrollBar = (mForceVScrollBar == ScrollBarAlwaysOn);
mHasHScrollBar = (mForceHScrollBar == ScrollBarAlwaysOn);
setUpdate();
if (calcChildExtents())
{
childLowerRight = mChildPos + mChildExt;
if (mHasVScrollBar)
mContentExt.x -= mScrollBarThickness;
if (mHasHScrollBar)
mContentExt.y -= mScrollBarThickness;
if (mChildExt.x > mContentExt.x && (mForceHScrollBar == ScrollBarDynamic))
{
mHasHScrollBar = true;
mContentExt.y -= mScrollBarThickness;
}
if (mChildExt.y > mContentExt.y && (mForceVScrollBar == ScrollBarDynamic))
{
mHasVScrollBar = true;
mContentExt.x -= mScrollBarThickness;
// If Extent X Changed, check Horiz Scrollbar.
if (mChildExt.x > mContentExt.x && !mHasHScrollBar && (mForceHScrollBar == ScrollBarDynamic))
{
mHasHScrollBar = true;
mContentExt.y -= mScrollBarThickness;
}
}
Point2I contentLowerRight = mContentPos + mContentExt;
// see if the child controls need to be repositioned (null space in control)
Point2I delta(0,0);
if (mChildPos.x > mContentPos.x)
delta.x = mContentPos.x - mChildPos.x;
else if (contentLowerRight.x > childLowerRight.x)
{
S32 diff = contentLowerRight.x - childLowerRight.x;
delta.x = getMin(mContentPos.x - mChildPos.x, diff);
}
//reposition the children if the child extent > the scroll content extent
if (mChildPos.y > mContentPos.y)
delta.y = mContentPos.y - mChildPos.y;
else if (contentLowerRight.y > childLowerRight.y)
{
S32 diff = contentLowerRight.y - childLowerRight.y;
delta.y = getMin(mContentPos.y - mChildPos.y, diff);
}
// apply the deltas to the children...
if (delta.x || delta.y)
{
SimGroup::iterator i;
for(i = begin(); i != end();i++)
{
GuiControl *ctrl = (GuiControl *) (*i);
ctrl->mBounds.point += delta;
}
mChildPos += delta;
childLowerRight += delta;
}
// enable needed scroll bars
if (mChildExt.x > mContentExt.x)
mHBarEnabled = true;
if (mChildExt.y > mContentExt.y)
mVBarEnabled = true;
mChildRelPos = mContentPos - mChildPos;
}
// build all the rectangles and such...
calcScrollRects();
calcThumbs();
}
void GuiScrollCtrl::calcScrollRects(void)
{
S32 thickness = ( mProfile ? mProfile->mBorderThickness : 1 );
if (mHasHScrollBar)
{
mLeftArrowRect.set(thickness,
mBounds.extent.y - thickness - mScrollBarThickness - 1,
mScrollBarArrowBtnLength,
mScrollBarThickness);
mRightArrowRect.set(mBounds.extent.x - thickness - (mHasVScrollBar ? mScrollBarThickness : 0) - mScrollBarArrowBtnLength,
mBounds.extent.y - thickness - mScrollBarThickness - 1,
mScrollBarArrowBtnLength,
mScrollBarThickness);
mHTrackRect.set(mLeftArrowRect.point.x + mLeftArrowRect.extent.x,
mLeftArrowRect.point.y,
mRightArrowRect.point.x - (mLeftArrowRect.point.x + mLeftArrowRect.extent.x),
mScrollBarThickness);
}
if (mHasVScrollBar)
{
mUpArrowRect.set(mBounds.extent.x - thickness - mScrollBarThickness,
thickness,
mScrollBarThickness,
mScrollBarArrowBtnLength);
mDownArrowRect.set(mBounds.extent.x - thickness - mScrollBarThickness,
mBounds.extent.y - thickness - mScrollBarArrowBtnLength - (mHasHScrollBar ? ( mScrollBarThickness + 1 ) : 0),
mScrollBarThickness,
mScrollBarArrowBtnLength);
mVTrackRect.set(mUpArrowRect.point.x,
mUpArrowRect.point.y + mUpArrowRect.extent.y,
mScrollBarThickness,
mDownArrowRect.point.y - (mUpArrowRect.point.y + mUpArrowRect.extent.y) );
}
}
void GuiScrollCtrl::calcThumbs()
{
if (mHBarEnabled)
{
U32 trackSize = mHTrackRect.len_x();
if (mUseConstantHeightThumb)
mHThumbSize = mBaseThumbSize;
else
mHThumbSize = getMax(mBaseThumbSize, S32((mContentExt.x * trackSize) / mChildExt.x));
mHThumbPos = mHTrackRect.point.x + (mChildRelPos.x * (trackSize - mHThumbSize)) / (mChildExt.x - mContentExt.x);
}
if (mVBarEnabled)
{
U32 trackSize = mVTrackRect.len_y();
if (mUseConstantHeightThumb)
mVThumbSize = mBaseThumbSize;
else
mVThumbSize = getMax(mBaseThumbSize, S32((mContentExt.y * trackSize) / mChildExt.y));
mVThumbPos = mVTrackRect.point.y + (mChildRelPos.y * (trackSize - mVThumbSize)) / (mChildExt.y - mContentExt.y);
}
}
void GuiScrollCtrl::scrollDelta(S32 deltaX, S32 deltaY)
{
scrollTo(mChildRelPos.x + deltaX, mChildRelPos.y + deltaY);
}
void GuiScrollCtrl::scrollTo(S32 x, S32 y)
{
if(!size())
return;
setUpdate();
if (x > mChildExt.x - mContentExt.x)
x = mChildExt.x - mContentExt.x;
if (x < 0)
x = 0;
if (y > mChildExt.y - mContentExt.y)
y = mChildExt.y - mContentExt.y;
if (y < 0)
y = 0;
Point2I delta(x - mChildRelPos.x, y - mChildRelPos.y);
mChildRelPos += delta;
mChildPos -= delta;
for(SimSet::iterator i = begin(); i != end();i++)
{
GuiControl *ctrl = (GuiControl *) (*i);
ctrl->mBounds.point -= delta;
}
calcThumbs();
}
GuiScrollCtrl::Region GuiScrollCtrl::findHitRegion(const Point2I &pt)
{
if (mVBarEnabled && mHasVScrollBar)
{
if (mUpArrowRect.pointInRect(pt))
return UpArrow;
else if (mDownArrowRect.pointInRect(pt))
return DownArrow;
else if (mVTrackRect.pointInRect(pt))
{
if (pt.y < mVThumbPos)
return UpPage;
else if (pt.y < mVThumbPos + mVThumbSize)
return VertThumb;
else
return DownPage;
}
}
if (mHBarEnabled && mHasHScrollBar)
{
if (mLeftArrowRect.pointInRect(pt))
return LeftArrow;
else if (mRightArrowRect.pointInRect(pt))
return RightArrow;
else if (mHTrackRect.pointInRect(pt))
{
if (pt.x < mHThumbPos)
return LeftPage;
else if (pt.x < mHThumbPos + mHThumbSize)
return HorizThumb;
else
return RightPage;
}
}
return None;
}
bool GuiScrollCtrl::wantsTabListMembership()
{
return true;
}
bool GuiScrollCtrl::loseFirstResponder()
{
setUpdate();
return true;
}
bool GuiScrollCtrl::becomeFirstResponder()
{
setUpdate();
return mWillFirstRespond;
}
bool GuiScrollCtrl::onKeyDown(const GuiEvent &event)
{
if (mWillFirstRespond)
{
switch (event.keyCode)
{
case KEY_RIGHT:
scrollByRegion(RightArrow);
return true;
case KEY_LEFT:
scrollByRegion(LeftArrow);
return true;
case KEY_DOWN:
scrollByRegion(DownArrow);
return true;
case KEY_UP:
scrollByRegion(UpArrow);
return true;
case KEY_PAGE_UP:
scrollByRegion(UpPage);
return true;
case KEY_PAGE_DOWN:
scrollByRegion(DownPage);
return true;
}
}
return Parent::onKeyDown(event);
}
void GuiScrollCtrl::onMouseDown(const GuiEvent &event)
{
mouseLock();
setUpdate();
Point2I curMousePos = globalToLocalCoord(event.mousePoint);
curHitRegion = findHitRegion(curMousePos);
stateDepressed = true;
// Set a 0.5 second delay before we start scrolling
mLastUpdated = Platform::getVirtualMilliseconds() + 500;
scrollByRegion(curHitRegion);
if (curHitRegion == VertThumb)
{
mChildRelPosAnchor = mChildRelPos;
mThumbMouseDelta = curMousePos.y - mVThumbPos;
}
else if (curHitRegion == HorizThumb)
{
mChildRelPosAnchor = mChildRelPos;
mThumbMouseDelta = curMousePos.x - mHThumbPos;
}
}
void GuiScrollCtrl::onMouseUp(const GuiEvent &)
{
mouseUnlock();
setUpdate();
curHitRegion = None;
stateDepressed = false;
}
void GuiScrollCtrl::onMouseDragged(const GuiEvent &event)
{
Point2I curMousePos = globalToLocalCoord(event.mousePoint);
setUpdate();
if ( (curHitRegion != VertThumb) && (curHitRegion != HorizThumb) )
{
Region hit = findHitRegion(curMousePos);
if (hit != curHitRegion)
stateDepressed = false;
else
stateDepressed = true;
return;
}
// ok... if the mouse is 'near' the scroll bar, scroll with it
// otherwise, snap back to the previous position.
if (curHitRegion == VertThumb)
{
if (curMousePos.x >= mVTrackRect.point.x - mScrollBarDragTolerance &&
curMousePos.x <= mVTrackRect.point.x + mVTrackRect.extent.x - 1 + mScrollBarDragTolerance &&
curMousePos.y >= mVTrackRect.point.y - mScrollBarDragTolerance &&
curMousePos.y <= mVTrackRect.point.y + mVTrackRect.extent.y - 1 + mScrollBarDragTolerance)
{
S32 newVThumbPos = curMousePos.y - mThumbMouseDelta;
if(newVThumbPos != mVThumbPos)
{
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 - mScrollBarDragTolerance &&
curMousePos.x <= mHTrackRect.point.x + mHTrackRect.extent.x - 1 + mScrollBarDragTolerance &&
curMousePos.y >= mHTrackRect.point.y - mScrollBarDragTolerance &&
curMousePos.y <= mHTrackRect.point.y + mHTrackRect.extent.y - 1 + mScrollBarDragTolerance)
{
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 );
Point2I previousPos = mChildPos;
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 );
}
// If no scrolling happened (already at the top), pass it on to the parent.
GuiControl* parent = getParent();
if (parent && (previousPos == mChildPos))
return parent->onMouseWheelUp(event);
return true;
}
bool GuiScrollCtrl::onMouseWheelDown(const GuiEvent &event)
{
if ( !mAwake || !mVisible )
return( false );
Point2I previousPos = mChildPos;
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 );
}
// If no scrolling happened (already at the bottom), pass it on to the parent.
GuiControl* parent = getParent();
if (parent && (previousPos == mChildPos))
return parent->onMouseWheelDown(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, -(S32)pageHeight);
break;
case DownPage:
scrollDelta(0, pageHeight);
break;
case UpArrow:
scrollDelta(0, -(S32)rowHeight);
break;
case DownArrow:
scrollDelta(0, rowHeight);
break;
}
}
if (mHBarEnabled)
{
switch(reg)
{
case LeftPage:
scrollDelta(-(S32)pageWidth, 0);
break;
case RightPage:
scrollDelta(pageWidth, 0);
break;
case LeftArrow:
scrollDelta(-(S32)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);
}