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/*
Minetest
Copyright (C) 2020 DS

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "guiScrollContainer.h"

GUIScrollContainer::GUIScrollContainer(gui::IGUIEnvironment *env,
		gui::IGUIElement *parent, s32 id, const core::rect<s32> &rectangle,
		const std::string &orientation, f32 scrollfactor) :
		gui::IGUIElement(gui::EGUIET_ELEMENT, env, parent, id, rectangle),
		m_scrollbar(nullptr), m_scrollfactor(scrollfactor)
{
	if (orientation == "vertical")
		m_orientation = VERTICAL;
	else if (orientation == "horizontal")
		m_orientation = HORIZONTAL;
	else
		m_orientation = UNDEFINED;
}

bool GUIScrollContainer::OnEvent(const SEvent &event)
{
	if (event.EventType == EET_MOUSE_INPUT_EVENT &&
			event.MouseInput.Event == EMIE_MOUSE_WHEEL &&
			!event.MouseInput.isLeftPressed() && m_scrollbar) {
		Environment->setFocus(m_scrollbar);
		bool retval = m_scrollbar->OnEvent(event);

		// a hacky fix for updating the hovering and co.
		IGUIElement *hovered_elem = getElementFromPoint(core::position2d<s32>(
				event.MouseInput.X, event.MouseInput.Y));
		SEvent mov_event = event;
		mov_event.MouseInput.Event = EMIE_MOUSE_MOVED;
		Environment->postEventFromUser(mov_event);
		if (hovered_elem)
			hovered_elem->OnEvent(mov_event);

		return retval;
	}

	return IGUIElement::OnEvent(event);
}

void GUIScrollContainer::draw()
{
	if (isVisible()) {
		core::list<IGUIElement *>::Iterator it = Children.begin();
		for (; it != Children.end(); ++it)
			if ((*it)->isNotClipped() ||
					AbsoluteClippingRect.isRectCollided(
							(*it)->getAbsolutePosition()))
				(*it)->draw();
	}
}

void GUIScrollContainer::updateScrolling()
{
	s32 pos = m_scrollbar->getPos();
	core::rect<s32> rect = getRelativePosition();

	if (m_orientation == VERTICAL)
		rect.UpperLeftCorner.Y = pos * m_scrollfactor;
	else if (m_orientation == HORIZONTAL)
		rect.UpperLeftCorner.X = pos * m_scrollfactor;

	setRelativePosition(rect);
}
kwd">getFovMax() const { return MYMAX(m_fov_x, m_fov_y); } // Checks if the constructor was able to create the scene nodes bool successfullyCreated(std::wstring& error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // frametime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, v2u32 screensize, f32 tool_reload_ratio); // Render distance feedback loop void updateViewingRange(f32 frametime_in); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(); private: // Scene manager and nodes scene::ISceneManager* m_smgr; scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; scene::IMeshSceneNode* m_wieldnode; u8 m_wieldlight; // draw control MapDrawControl& m_draw_control; IGameDef *m_gamedef; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // Stuff for viewing range calculations f32 m_added_frametime; s16 m_added_frames; f32 m_range_old; f32 m_frametime_old; f32 m_frametime_counter; f32 m_time_per_range; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; //dummymesh for camera irr::scene::IAnimatedMesh* m_dummymesh; }; #endif