mirror of
https://github.com/libretro/scummvm.git
synced 2025-03-05 01:38:36 +00:00

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.
136 lines
4.6 KiB
C++
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
|