Element scroll bar Improvement

Signed-off-by: xphere07 <xphere07@outlook.com>
This commit is contained in:
xphere07 2022-04-03 09:30:53 +09:00 committed by jacob1
parent 48e15af738
commit 18c604fd42

View File

@ -919,49 +919,66 @@ int GameView::Record(bool record)
void GameView::updateToolButtonScroll()
{
if(toolButtons.size())
if (toolButtons.size())
{
int x = currentMouse.X, y = currentMouse.Y;
int newInitialX = WINDOWW-56;
int totalWidth = (toolButtons[0]->Size.X+1)*toolButtons.size();
int scrollSize = (int)(((float)(XRES-BARSIZE))/((float)totalWidth) * ((float)XRES-BARSIZE));
if (scrollSize>XRES-1)
scrollSize = XRES-1;
if(totalWidth > XRES-15)
int x = currentMouse.X;
int y = currentMouse.Y;
int offsetDelta = 0;
int newInitialX = WINDOWW - 56;
int totalWidth = (toolButtons[0]->Size.X + 1) * toolButtons.size();
int scrollSize = (int)(((float)(XRES - BARSIZE))/((float)totalWidth) * ((float)XRES - BARSIZE));
if (scrollSize > XRES - 1)
scrollSize = XRES - 1;
if (totalWidth > XRES - 15)
{
int mouseX = x;
if(mouseX > XRES)
float overflow = 0;
float mouseLocation = 0;
if (mouseX > XRES)
mouseX = XRES;
//if (mouseX < 15) //makes scrolling a little nicer at edges but apparently if you put hundreds of elements in a menu it makes the end not show ...
// if (mouseX < 15) // makes scrolling a little nicer at edges but apparently if you put hundreds of elements in a menu it makes the end not show ...
// mouseX = 15;
scrollBar->Position.X = (int)(((float)mouseX/((float)XRES))*(float)(XRES-scrollSize));
scrollBar->Visible = true;
float overflow = float(totalWidth-(XRES-BARSIZE)), mouseLocation = float(XRES-3)/float((XRES-2)-mouseX); //mouseLocation adjusted slightly in case you have 200 elements in one menu
scrollBar->Position.X = (int)(((float)mouseX / (float)XRES) * (float)(XRES - scrollSize)) + 1;
newInitialX += int(overflow/mouseLocation);
overflow = (float)(totalWidth - (XRES - BARSIZE));
mouseLocation = (float)(XRES - 3)/(float)((XRES - 2) - mouseX); // mouseLocation adjusted slightly in case you have 200 elements in one menu
newInitialX += (int)(overflow/mouseLocation);
}
else
{
scrollBar->Position.X = 1;
scrollBar->Visible = false;
}
scrollBar->Size.X=scrollSize;
int offsetDelta = toolButtons[0]->Position.X - newInitialX;
for(auto *button : toolButtons)
scrollBar->Size.X = scrollSize - 1;
offsetDelta = toolButtons[0]->Position.X - newInitialX;
for (auto *button : toolButtons)
{
button->Position.X -= offsetDelta;
if (button->Position.X+button->Size.X <= 0 || (button->Position.X+button->Size.X) > XRES-2)
if (button->Position.X + button->Size.X <= 0 || (button->Position.X + button->Size.X) > XRES - 2)
button->Visible = false;
else
button->Visible = true;
}
//Ensure that mouseLeave events are make their way to the buttons should they move from underneath the mouse pointer
if(toolButtons[0]->Position.Y < y && toolButtons[0]->Position.Y+toolButtons[0]->Size.Y > y)
// Ensure that mouseLeave events are make their way to the buttons should they move from underneath the mouse pointer
if (toolButtons[0]->Position.Y < y && toolButtons[0]->Position.Y + toolButtons[0]->Size.Y > y)
{
for(auto *button : toolButtons)
for (auto *button : toolButtons)
{
if(button->Position.X < x && button->Position.X+button->Size.X > x)
if (button->Position.X < x && button->Position.X + button->Size.X > x)
button->OnMouseEnter(x, y);
else
button->OnMouseLeave(x, y);