scummvm/engines/nancy/ui/scrollbar.cpp
Kaloyan Chehlarski 4d5c4fcfcc NANCY: Rename graphics and cursor managers
Changed the names of the pointers to GraphicsManager
and CursorManager to be shorter, since they were
inconsistent with the rest of the managers, and typing
them out is a chore.
2024-02-11 00:41:29 +01:00

136 lines
4.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/input.h"
#include "engines/nancy/cursor.h"
#include "engines/nancy/ui/scrollbar.h"
namespace Nancy {
namespace UI {
Scrollbar::Scrollbar(uint16 zOrder, const Common::Rect &srcBounds, const Common::Point &topPosition, uint16 scrollDistance, bool isVertical) :
Scrollbar(zOrder, srcBounds, g_nancy->_graphics->_object0, topPosition, scrollDistance, isVertical) {}
Scrollbar::Scrollbar(uint16 zOrder, const Common::Rect &srcBounds, Graphics::ManagedSurface &srcSurf, const Common::Point &topPosition, uint16 scrollDistance, bool isVertical) :
RenderObject(zOrder),
_isVertical(isVertical),
_isClicked(false),
_currentPosition(0),
_maxDist(scrollDistance) {
_drawSurface.create(srcSurf, srcBounds);
_startPosition = topPosition;
_startPosition.x -= srcBounds.width() / 2;
if (!isVertical) {
_startPosition.y -= srcBounds.height() / 2;
}
_screenPosition = srcBounds;
_screenPosition.moveTo(_startPosition);
}
void Scrollbar::init() {
setTransparent(true);
RenderObject::init();
}
void Scrollbar::handleInput(NancyInput &input) {
// Note: the original engine's scrollbars only work if the cursor is inside
// the hotspot (happens if we remove the _isClicked check below). This doesn't make
// for great UX, however, so it has been fixed.
if (_screenPosition.contains(input.mousePos) || _isClicked) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspotArrow);
if (input.input & NancyInput::kLeftMouseButtonDown && !_isClicked) {
// Begin click and hold
_isClicked = true;
_mousePosOnClick = input.mousePos - Common::Point(_screenPosition.left, _screenPosition.top);
}
if (input.input & NancyInput::kRightMouseButtonUp) {
// Right click, reset position
resetPosition();
}
if (_isClicked) {
// Is currently clicked, handle movement
Common::Point newMousePos = input.mousePos - Common::Point(_screenPosition.left, _screenPosition.top);
if (newMousePos != _mousePosOnClick) {
if (_isVertical) {
uint16 minY = _startPosition.y;
uint16 maxY = minY + _maxDist;
uint16 newTop = CLIP<uint16>((_screenPosition.top + newMousePos.y - _mousePosOnClick.y), minY, maxY);
moveTo(Common::Point(_screenPosition.left, newTop));
} else {
uint16 minX = _startPosition.x;
uint16 maxX = minX + _maxDist;
uint16 newLeft = CLIP<uint16>((_screenPosition.left + newMousePos.x - _mousePosOnClick.x), minX, maxX);
moveTo(Common::Point(newLeft, _screenPosition.top));
}
calculatePosition();
}
}
}
bool wasClicked = _isClicked;
if (input.input & NancyInput::kLeftMouseButtonUp) {
_isClicked = false;
}
// If the mouse is clicked and moves outside the scrollbar's hotspot, we don't want it
// to trigger other events. This only works if scrollbars are at the very top of the input priority.
// As a result, this effect won't be applied to the scrollbars in SoundEqualizerPuzzle
// In the future, this can be fixed by creating an input queue inside InputManager.
if (wasClicked) {
input.eatMouseInput();
}
}
void Scrollbar::setPosition(float pos) {
_currentPosition = pos;
if (_isVertical) {
moveTo(Common::Point(_screenPosition.left, _startPosition.y + (_maxDist * pos)));
} else {
moveTo(Common::Point(_startPosition.x + (_maxDist * pos), _screenPosition.top));
}
}
void Scrollbar::calculatePosition() {
uint16 scroll = _isVertical ? _screenPosition.top - _startPosition.y : _screenPosition.left - _startPosition.x;
_currentPosition = scroll != 0 ? (float)scroll / (float)_maxDist : 0;
}
void Scrollbar::resetPosition() {
moveTo(Common::Point(_screenPosition.left, _startPosition.y));
calculatePosition();
}
} // End of namespace UI
} // End of namespace Nancy