Torque3D/Engine/source/gui/containers/guiScrollCtrl.cpp

1427 lines
42 KiB
C++
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "platform/typetraits.h"
#include "gui/containers/guiScrollCtrl.h"
#include "console/engineAPI.h"
#include "console/console.h"
#include "gfx/bitmap/gBitmap.h"
#include "gui/core/guiDefaultControlRender.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/core/guiCanvas.h"
IMPLEMENT_CONOBJECT( GuiScrollCtrl );
ConsoleDocClass( GuiScrollCtrl,
"@brief A container that allows to view one or more possibly larger controls inside its area by "
"providing horizontal and/or vertical scroll bars.\n\n"
"@ingroup GuiContainers"
);
ImplementEnumType( GuiScrollBarBehavior,
"Display behavior of a scroll bar. Determines when a scrollbar will be visible.\n\n"
"@ingroup GuiContainers" )
{ GuiScrollCtrl::ScrollBarAlwaysOn, "alwaysOn", "Always visible." },
{ GuiScrollCtrl::ScrollBarAlwaysOff, "alwaysOff", "Never visible." },
{ GuiScrollCtrl::ScrollBarDynamic, "dynamic", "Only visible when actually needed, i.e. when the child control(s) exceed the visible space on the given axis." },
EndImplementEnumType;
IMPLEMENT_CALLBACK( GuiScrollCtrl, onScroll, void, (), (),
"Called each time the child controls are scrolled by some amount." );
//-----------------------------------------------------------------------------
GuiScrollCtrl::GuiScrollCtrl()
: mBorderThickness( 1 ),
mChildMargin( 0, 0 ),
2012-09-19 15:15:01 +00:00
mScrollBarThickness( 16 ),
mScrollBarArrowBtnLength( 16 ),
mScrollBarDragTolerance( 130 ),
mStateDepressed( false ),
mHitRegion( None ),
mForceVScrollBar( ScrollBarAlwaysOn ),
mUseConstantHeightThumb( false ),
mWillFirstRespond( true ),
2012-09-19 15:15:01 +00:00
mForceHScrollBar( ScrollBarAlwaysOn ),
mLockHorizScroll( false ),
mLockVertScroll( false ),
mIgnoreChildResized( false ),
mAnimating( false ),
mScrollAnimSpeed( -1 ),
2014-11-07 15:25:10 +00:00
mChildPos(0, 0),
mChildExt(0, 0),
mScrollTargetPos( -1, -1 ),
2020-05-11 20:03:27 +00:00
mBaseThumbSize(0),
mHBarEnabled(false),
mVBarEnabled(false),
mHasHScrollBar(false),
mHasVScrollBar(false),
mHThumbSize(1),
mHThumbPos(0),
mVThumbSize(1),
mVThumbPos(0),
mThumbMouseDelta(0)
2012-09-19 15:15:01 +00:00
{
2020-05-11 20:03:27 +00:00
mBitmapBounds = NULL;
2012-09-19 15:15:01 +00:00
mIsContainer = true;
setExtent(200,200);
2020-05-11 20:03:27 +00:00
mLastPreRender = Platform::getVirtualMilliseconds();
mLastUpdated = Platform::getVirtualMilliseconds();
2012-09-19 15:15:01 +00:00
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::initPersistFields()
{
addGroup( "Scolling" );
addField( "willFirstRespond", TypeBool, Offset(mWillFirstRespond, GuiScrollCtrl));
addField( "hScrollBar", TYPEID< ScrollBarBehavior >(), Offset(mForceHScrollBar, GuiScrollCtrl),
"When to display the horizontal scrollbar.");
addField( "vScrollBar", TYPEID< ScrollBarBehavior >(), Offset(mForceVScrollBar, GuiScrollCtrl),
"When to display the vertical scrollbar.");
addField( "lockHorizScroll", TypeBool, Offset(mLockHorizScroll, GuiScrollCtrl),
"Horizontal scrolling not allowed if set.");
addField( "lockVertScroll", TypeBool, Offset(mLockVertScroll, GuiScrollCtrl),
"Vertical scrolling not allowed if set.");
addField( "constantThumbHeight", TypeBool, Offset(mUseConstantHeightThumb, GuiScrollCtrl));
addField( "childMargin", TypePoint2I, Offset(mChildMargin, GuiScrollCtrl),
"Padding region to put around child contents." );
addField( "mouseWheelScrollSpeed", TypeS32, Offset(mScrollAnimSpeed, GuiScrollCtrl),
"Pixels/Tick - if not positive then mousewheel scrolling occurs instantly (like other scrolling).");
endGroup( "Scrolling" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::resize(const Point2I &newPos, const Point2I &newExt)
{
if( !Parent::resize(newPos, newExt) )
return false;
computeSizes();
return true;
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::childResized(GuiControl *child)
{
if ( mIgnoreChildResized )
return;
Parent::childResized(child);
computeSizes();
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::onWake()
{
if (! Parent::onWake())
return false;
mTextureObject = mProfile->getBitmapResource();
2012-09-19 15:15:01 +00:00
if (mTextureObject && (mProfile->constructBitmapArray() >= BmpStates * BmpCount))
{
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();
}
else
{
Con::warnf("No texture loaded for scroll control named %s with profile %s", getName(), mProfile->getName());
}
return true;
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::onSleep()
{
// Reset the mouse tracking state of this control
// when it is put to sleep
mStateDepressed = false;
mHitRegion = None;
Parent::onSleep();
mTextureObject = NULL;
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::calcChildExtents()
{
// scroll control should deal well with multiple gui controls
if( !size() )
return false;
// Find size and relative position of the client rectangle.
Point2I maxPos( TypeTraits< S32 >::MIN, TypeTraits< S32 >::MIN );
Point2I minPos( TypeTraits< S32 >::MAX, TypeTraits< S32 >::MAX );
bool haveVisibleChild = false;
for( U32 i = 0; i < size(); i++ )
{
GuiControl *ctrl = (GuiControl*)at(i);
if( ctrl->isVisible() )
{
haveVisibleChild = true;
minPos.x = getMin( ctrl->getPosition().x, minPos.x );
minPos.y = getMin( ctrl->getPosition().y, minPos.y );
// This is +1 but the remaining code here all works with extents +1.
Point2I ctrlMax = ctrl->getPosition() + ctrl->getExtent();
maxPos.x = getMax( ctrlMax.x, maxPos.x );
maxPos.y = getMax( ctrlMax.y, maxPos.y );
}
}
if( !haveVisibleChild )
return false;
mChildPos = minPos;
mChildExt = maxPos - minPos;
return true;
}
//-----------------------------------------------------------------------------
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;
// 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);
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::isPointVisible( const Point2I& point )
{
return ( point.x >= mChildRelPos.x && point.x <= ( mChildRelPos.x + mContentExt.x ) )
&& ( point.y >= mChildRelPos.y && point.y <= ( mChildRelPos.y + mContentExt.y ) );
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::isRectCompletelyVisible(const RectI& rect)
{
// rect is passed in virtual client space
// Determine the points bounding the requested rectangle
Point2I rectUpperLeft = rect.point;
Point2I rectLowerRight = rect.point + rect.extent;
// Determine the points bounding the actual visible area...
Point2I visUpperLeft = mChildRelPos;
Point2I visLowerRight = mChildRelPos + mContentExt;
// Make sure the rectangle is visible along the X axis...
if(rectUpperLeft.x < visUpperLeft.x)
return false;
else if(rectLowerRight.x > visLowerRight.x)
return false;
// Make sure the rectangle is visible along the Y axis...
if(rectUpperLeft.y < visUpperLeft.y)
return false;
else if(rectLowerRight.y > visLowerRight.y)
return false;
return true;
}
//-----------------------------------------------------------------------------
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 >= getWidth() - mProfile->mBorderThickness - (mHasVScrollBar ? mScrollBarThickness : 0) ||
pt.y >= getHeight() - 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 = getExtent() - (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->setPosition( ctrl->getPosition() + 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;
}
// Prevent resizing our children from recalling this function!
mIgnoreChildResized = true;
if ( mLockVertScroll )
{
// If vertical scroll is locked we size our child's height to our own
SimGroup::iterator i;
for(i = begin(); i != end();i++)
{
GuiControl *ctrl = (GuiControl *) (*i);
ctrl->setHeight( mContentExt.y );
}
}
if ( mLockHorizScroll )
{
// If horizontal scroll is locked we size our child's width to our own
SimGroup::iterator i;
for(i = begin(); i != end();i++)
{
GuiControl *ctrl = (GuiControl *) (*i);
ctrl->setWidth( mContentExt.x );
}
}
mIgnoreChildResized = false;
// build all the rectangles and such...
calcScrollRects();
calcThumbs();
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::calcScrollRects(void)
{
S32 thickness = ( mProfile ? mProfile->mBorderThickness : 1 );
if (mHasHScrollBar)
{
mLeftArrowRect.set(thickness,
getHeight() - thickness - mScrollBarThickness,
mScrollBarArrowBtnLength,
mScrollBarThickness);
mRightArrowRect.set(getWidth() - thickness - (mHasVScrollBar ? mScrollBarThickness - 1 : 0) - mScrollBarArrowBtnLength,
getHeight() - thickness - mScrollBarThickness,
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(getWidth() - thickness - mScrollBarThickness,
thickness,
mScrollBarThickness,
mScrollBarArrowBtnLength);
mDownArrowRect.set(getWidth() - thickness - mScrollBarThickness,
getHeight() - thickness - (mHasHScrollBar ? mScrollBarThickness - 1 : 0) - mScrollBarArrowBtnLength,
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 && mChildExt.x > 0)
{
U32 trackSize = mHTrackRect.len_x();
if (mUseConstantHeightThumb)
mHThumbSize = mBaseThumbSize;
else
mHThumbSize = getMax(mBaseThumbSize, ( S32 )mCeil( ( F32 )( mContentExt.x * trackSize) / ( F32 )mChildExt.x ) );
mHThumbPos = mHTrackRect.point.x + (mChildRelPos.x * (trackSize - mHThumbSize)) / (mChildExt.x - mContentExt.x);
}
if (mVBarEnabled && mChildExt.y > 0)
{
U32 trackSize = mVTrackRect.len_y();
if (mUseConstantHeightThumb)
mVThumbSize = mBaseThumbSize;
else
mVThumbSize = getMax(mBaseThumbSize, ( S32 )mCeil( ( F32 )( mContentExt.y * trackSize ) / ( F32 )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);
onScroll_callback();
2012-09-19 15:15:01 +00:00
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::scrollDeltaAnimate(S32 x, S32 y)
{
if ( !size() )
return;
if ( mAnimating )
mScrollTargetPos += Point2I( x, y );
else
mScrollTargetPos = mChildRelPos + Point2I( x, y );
setUpdate();
mScrollTargetPos.setMin( mChildExt - mContentExt );
mScrollTargetPos.setMax( Point2I::Zero );
mAnimating = true;
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::scrollTo(S32 x, S32 y)
{
if( !size() )
return;
if ( x == mChildRelPos.x && y == mChildRelPos.y )
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->setPosition( ctrl->getPosition() - delta );
}
calcThumbs();
onScroll_callback();
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::scrollToObject(GuiControl *targetControl)
{
bool isValidChild = false;
Point2I relativePosition = targetControl->getPosition();
GuiControl* parentControl = targetControl->getParent();
while (parentControl)
{
GuiScrollCtrl* scrollControl = dynamic_cast<GuiScrollCtrl*>(parentControl);
if (scrollControl == this)
{
relativePosition += scrollControl->getChildRelPos();
isValidChild = true;
break;
}
relativePosition += parentControl->getPosition();
parentControl = parentControl->getParent();
}
if (isValidChild)
{
scrollRectVisible(RectI(relativePosition, targetControl->getExtent()));
}
else
{
Con::errorf("GuiScrollCtrl::scrollToObject() - Specified object is not a child of this scroll control (%d)!", targetControl->getId());
}
}
//-----------------------------------------------------------------------------
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;
default:
break;
}
}
return Parent::onKeyDown(event);
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::_onMouseDown( const GuiEvent &event, bool lockMouse )
{
if( lockMouse )
{
mouseLock();
mStateDepressed = true;
}
setUpdate();
Point2I curMousePos = globalToLocalCoord(event.mousePoint);
mHitRegion = findHitRegion(curMousePos);
// Set a 0.5 second delay before we start scrolling
mLastUpdated = Platform::getVirtualMilliseconds() + 500;
scrollByRegion(mHitRegion);
if (mHitRegion == VertThumb)
{
mChildRelPosAnchor = mChildRelPos;
mThumbMouseDelta = curMousePos.y - mVThumbPos;
}
else if (mHitRegion == HorizThumb)
{
mChildRelPosAnchor = mChildRelPos;
mThumbMouseDelta = curMousePos.x - mHThumbPos;
}
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::onMouseDown(const GuiEvent &event)
{
_onMouseDown( event, true );
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::onMouseDownEditor( const GuiEvent& event, Point2I offset )
{
// If ALT is pressed while clicking on a horizontal or vertical scrollbar,
// do a scroll.
if( event.modifier & SI_PRIMARY_ALT )
{
Region hitRegion = findHitRegion( globalToLocalCoord( event.mousePoint ) );
if( hitRegion != None )
{
_onMouseDown( event, false );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::onMouseUp(const GuiEvent &)
{
mouseUnlock();
setUpdate();
mHitRegion = None;
mStateDepressed = false;
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::onMouseDragged(const GuiEvent &event)
{
Point2I curMousePos = globalToLocalCoord(event.mousePoint);
setUpdate();
if ( (mHitRegion != VertThumb) && (mHitRegion != HorizThumb) )
{
Region hit = findHitRegion(curMousePos);
if (hit != mHitRegion)
mStateDepressed = false;
else
mStateDepressed = true;
return;
}
// ok... if the mouse is 'near' the scroll bar, scroll with it
// otherwise, snap back to the previous position.
if (mHitRegion == 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 (mHitRegion == 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;
scrollByMouseWheel( event );
return true;
}
//-----------------------------------------------------------------------------
bool GuiScrollCtrl::onMouseWheelDown(const GuiEvent &event)
{
if ( !mAwake || !mVisible )
return false;
scrollByMouseWheel( event );
return true;
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::updateChildMousePos()
{
// We pass a fake GuiEvent to child controls onMouseMove
// since although the mouse has not moved 'they' have.
//
// Its possible this could cause problems if a GuiControl
// responds to more than just the mouse position in the onMouseMove
// event, like for example doing something different depending on
// a modifier key, which we aren't filling in to the structure!
GuiEvent event;
event.mousePoint = getRoot()->getCursorPos();
iterator itr;
for ( itr = begin(); itr != end(); itr++ )
{
GuiControl *child = static_cast<GuiControl*>( *itr );
child->onMouseMove( event );
}
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::onPreRender()
{
Parent::onPreRender();
S32 currentTime = Platform::getVirtualMilliseconds();
S32 deltaMs = currentTime - mLastPreRender;
mLastPreRender = currentTime;
// Update mouse-wheel scroll animation if we are currently doing one...
if ( mAnimating )
{
//U32 frames = Con::getIntVariable( "$frames", 0 );
//frames++;
//Con::setIntVariable( "$frames", frames );
F32 deltaTicks = deltaMs / 32.0f;
if ( mScrollAnimSpeed <= 0 )
{
scrollTo( mScrollTargetPos.x, mScrollTargetPos.y );
}
else
{
S32 maxPixels = deltaTicks * mScrollAnimSpeed;
Point2I toTarget = mScrollTargetPos - mChildRelPos;
S32 signx = toTarget.x > 0 ? 1 : -1;
S32 signy = toTarget.y > 0 ? 1 : -1;
S32 deltaX = getMin( mAbs(toTarget.x), maxPixels ) * signx;
S32 deltaY = getMin( mAbs(toTarget.y), maxPixels ) * signy;
scrollDelta( deltaX, deltaY );
}
if ( mChildRelPos == mScrollTargetPos )
{
//Con::printf( "Animated Frames : %d", frames );
//Con::setIntVariable( "$frames", 0 );
mAnimating = false;
}
updateChildMousePos();
}
// Now scroll in response to a 'depressed state' if appropriate...
// Short circuit if not depressed to save cycles
if( mStateDepressed != 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( mHitRegion )
{
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(mHitRegion);
}
}
//-----------------------------------------------------------------------------
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;
default:
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;
default:
break;
}
}
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::scrollByMouseWheel( const GuiEvent &event )
{
setUpdate();
if ( !size() )
return;
if( event.mouseAxis == 1 )
scrollDeltaAnimate( 0, -event.fval );
else
scrollDeltaAnimate( -event.fval, 0 );
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::onRender(Point2I offset, const RectI &updateRect)
{
// 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);
contentRect.intersect(updateRect);
// Always call parent
Parent::onRender(offset, contentRect);
if( mTextureObject )
{
// Reset the ClipRect as the parent call can modify it when rendering
// the child controls
GFX->setClipRect( updateRect );
//draw the scroll corner
if (mHasVScrollBar && mHasHScrollBar)
drawScrollCorner(offset);
// draw scroll bars
if (mHasVScrollBar)
drawVScrollBar(offset);
if (mHasHScrollBar)
drawHScrollBar(offset);
}
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::drawBorder( const Point2I &offset, bool /*isFirstResponder*/ )
{
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::drawVScrollBar(const Point2I &offset)
{
if ( mTextureObject.isNull() )
{
return;
}
// Start Point.
Point2I pos = ( offset + mUpArrowRect.point );
// Up Arrow.
S32 upArrowBitmap = ( BmpStates * BmpUp );
if ( !mVBarEnabled )
{
upArrowBitmap += BmpDisabled;
}
else if ( mHitRegion == UpArrow && mStateDepressed )
{
upArrowBitmap += BmpHilite;
}
// Render Up Arrow.
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[upArrowBitmap]);
2012-09-19 15:15:01 +00:00
// Update Pos.
pos.y += mBitmapBounds[upArrowBitmap].extent.y;
// Track.
S32 trackBitmap = ( BmpStates * BmpVPage );
if ( !mVBarEnabled )
{
trackBitmap += BmpDisabled;
}
else if ( mHitRegion == DownPage && mStateDepressed )
{
trackBitmap += BmpHilite;
}
// Determine the Track Rect.
RectI trackRect;
trackRect.point = pos;
trackRect.extent.x = mBitmapBounds[trackBitmap].extent.x;
trackRect.extent.y = ( offset.y + mDownArrowRect.point.y ) - pos.y;
// Render Track?
if ( trackRect.extent.y > 0 )
{
// Render Track.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapStretchSR(mTextureObject, trackRect, mBitmapBounds[trackBitmap]);
2012-09-19 15:15:01 +00:00
}
// Update Pos.
pos.y += trackRect.extent.y;
// Down Arrow.
S32 downArrowBitmap = ( BmpStates * BmpDown );
if ( !mVBarEnabled )
{
downArrowBitmap += BmpDisabled;
}
else if ( mHitRegion == DownArrow && mStateDepressed )
{
downArrowBitmap += BmpHilite;
}
// Render Down Arrow.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[downArrowBitmap]);
2012-09-19 15:15:01 +00:00
// Render the Thumb?
if ( !mVBarEnabled )
{
// Nope.
return;
}
// Reset the Pos.
pos.y = ( offset.y + mVThumbPos );
// Determine the Bitmaps.
S32 thumbBitmapTop = ( BmpStates * BmpVThumbTopCap );
S32 thumbBitmapMiddle = ( BmpStates * BmpVThumb );
S32 thumbBitmapBottom = ( BmpStates * BmpVThumbBottomCap );
if ( mHitRegion == VertThumb && mStateDepressed )
{
thumbBitmapTop += BmpHilite;
thumbBitmapMiddle += BmpHilite;
thumbBitmapBottom += BmpHilite;
}
// Render Thumb Top.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[thumbBitmapTop]);
2012-09-19 15:15:01 +00:00
// Update Pos.
pos.y += mBitmapBounds[thumbBitmapTop].extent.y;
// Determine the Thumb Rect.
RectI thumbRect;
thumbRect.point = pos;
thumbRect.extent.x = mBitmapBounds[thumbBitmapMiddle].extent.x;
thumbRect.extent.y = mVThumbSize - ( mBitmapBounds[thumbBitmapTop].extent.y + mBitmapBounds[thumbBitmapBottom].extent.y );
// Render Thumb?
if ( thumbRect.extent.y > 0 )
{
// Render Track.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapStretchSR(mTextureObject, thumbRect, mBitmapBounds[thumbBitmapMiddle]);
2012-09-19 15:15:01 +00:00
}
// Update Pos.
pos.y += thumbRect.extent.y;
// Render the Thumb Bottom.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[thumbBitmapBottom]);
2012-09-19 15:15:01 +00:00
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::drawHScrollBar(const Point2I &offset)
{
if ( mTextureObject.isNull() )
{
return;
}
// Start Point.
Point2I pos = ( offset + mLeftArrowRect.point );
// Left Arrow.
S32 leftArrowBitmap = ( BmpStates * BmpLeft );
if ( !mHBarEnabled )
{
leftArrowBitmap += BmpDisabled;
}
else if ( mHitRegion == LeftArrow && mStateDepressed )
{
leftArrowBitmap += BmpHilite;
}
// Render Up Arrow.
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[leftArrowBitmap]);
2012-09-19 15:15:01 +00:00
// Update Pos.
pos.x += mBitmapBounds[leftArrowBitmap].extent.x;
// Track.
S32 trackBitmap = ( BmpStates * BmpHPage );
if ( !mHBarEnabled )
{
trackBitmap += BmpDisabled;
}
else if ( mHitRegion == LeftPage && mStateDepressed )
{
trackBitmap += BmpHilite;
}
// Determine the Track Rect.
RectI trackRect;
trackRect.point = pos;
trackRect.extent.x = ( offset.x + mRightArrowRect.point.x ) - pos.x;
trackRect.extent.y = mBitmapBounds[trackBitmap].extent.y;
// Render Track?
if ( trackRect.extent.x > 0 )
{
// Render Track.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapStretchSR(mTextureObject, trackRect, mBitmapBounds[trackBitmap]);
2012-09-19 15:15:01 +00:00
}
// Update Pos.
pos.x += trackRect.extent.x;
// Right Arrow.
S32 rightArrowBitmap = ( BmpStates * BmpRight );
if ( !mHBarEnabled )
{
rightArrowBitmap += BmpDisabled;
}
else if ( mHitRegion == RightArrow && mStateDepressed )
{
rightArrowBitmap += BmpHilite;
}
// Render Right Arrow.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[rightArrowBitmap]);
2012-09-19 15:15:01 +00:00
// Render the Thumb?
if ( !mHBarEnabled )
{
// Nope.
return;
}
// Reset the Pos.
pos.x = ( offset.x + mHThumbPos );
// Determine the Bitmaps.
S32 thumbBitmapLeft = ( BmpStates * BmpHThumbLeftCap );
S32 thumbBitmapMiddle = ( BmpStates * BmpHThumb );
S32 thumbBitmapRight = ( BmpStates * BmpHThumbRightCap );
if ( mHitRegion == HorizThumb && mStateDepressed )
{
thumbBitmapLeft += BmpHilite;
thumbBitmapMiddle += BmpHilite;
thumbBitmapRight += BmpHilite;
}
// Render Thumb Left.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[thumbBitmapLeft]);
2012-09-19 15:15:01 +00:00
// Update Pos.
pos.x += mBitmapBounds[thumbBitmapLeft].extent.x;
// Determine the Thumb Rect.
RectI thumbRect;
thumbRect.point = pos;
thumbRect.extent.x = mHThumbSize - ( mBitmapBounds[thumbBitmapLeft].extent.x + mBitmapBounds[thumbBitmapRight].extent.x );
thumbRect.extent.y = mBitmapBounds[thumbBitmapMiddle].extent.y;
// Render Thumb?
if ( thumbRect.extent.x > 0 )
{
// Render Track.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapStretchSR(mTextureObject, thumbRect, mBitmapBounds[thumbBitmapMiddle]);
2012-09-19 15:15:01 +00:00
}
// Update Pos.
pos.x += thumbRect.extent.x;
// Render the Thumb Bottom.
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapSR(mTextureObject, pos, mBitmapBounds[thumbBitmapRight]);
2012-09-19 15:15:01 +00:00
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::drawScrollCorner(const Point2I &offset)
{
Point2I pos = offset;
pos.x += mRightArrowRect.point.x + mRightArrowRect.extent.x - 1;
pos.y += mRightArrowRect.point.y;
GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapSR(mTextureObject, pos, mBitmapBounds[BmpStates * BmpResize]);
}
//-----------------------------------------------------------------------------
void GuiScrollCtrl::autoScroll(Region reg)
{
scrollByRegion(reg);
}
//=============================================================================
// API.
//=============================================================================
// MARK: ---- API ----
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, scrollToTop, void, (),,
"Scroll all the way to the top of the vertical and left of the horizontal scrollbar." )
{
object->scrollTo( 0, 0 );
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, scrollToBottom, void, (),,
"Scroll all the way to the bottom of the vertical scrollbar and the left of the horizontal bar." )
{
object->scrollTo( 0, 0x7FFFFFFF );
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, setScrollPosition, void, ( S32 x, S32 y ),,
"Set the position of the scrolled content.\n\n"
"@param x Position on X axis.\n"
"@param y Position on y axis.\n" )
{
object->scrollTo( x, y );
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, scrollToObject, void, ( GuiControl* control ),,
"Scroll the control so that the given child @a control is visible.\n\n"
"@param control A child control." )
{
if( control )
object->scrollToObject( control );
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, getScrollPosition, Point2I, (),,
"Get the current coordinates of the scrolled content.\n\n"
"@return The current position of the scrolled content." )
{
return object->getChildRelPos();
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, getScrollPositionX, S32, (),,
"Get the current X coordinate of the scrolled content.\n\n"
"@return The current X coordinate of the scrolled content." )
{
return object->getChildRelPos().x;
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, getScrollPositionY, S32, (),,
"Get the current Y coordinate of the scrolled content."
"@return The current Y coordinate of the scrolled content." )
{
return object->getChildRelPos().y;
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiScrollCtrl, computeSizes, void, (),,
"Refresh sizing and positioning of child controls." )
{
object->computeSizes();
}