/* 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 . * */ #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((_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((_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