Element scroll bar Improvement
Signed-off-by: xphere07 <xphere07@outlook.com>
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48e15af738
commit
18c604fd42
@ -919,49 +919,66 @@ int GameView::Record(bool record)
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void GameView::updateToolButtonScroll()
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{
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if(toolButtons.size())
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if (toolButtons.size())
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{
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int x = currentMouse.X, y = currentMouse.Y;
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int newInitialX = WINDOWW-56;
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int totalWidth = (toolButtons[0]->Size.X+1)*toolButtons.size();
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int scrollSize = (int)(((float)(XRES-BARSIZE))/((float)totalWidth) * ((float)XRES-BARSIZE));
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if (scrollSize>XRES-1)
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scrollSize = XRES-1;
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if(totalWidth > XRES-15)
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int x = currentMouse.X;
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int y = currentMouse.Y;
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int offsetDelta = 0;
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int newInitialX = WINDOWW - 56;
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int totalWidth = (toolButtons[0]->Size.X + 1) * toolButtons.size();
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int scrollSize = (int)(((float)(XRES - BARSIZE))/((float)totalWidth) * ((float)XRES - BARSIZE));
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if (scrollSize > XRES - 1)
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scrollSize = XRES - 1;
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if (totalWidth > XRES - 15)
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{
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int mouseX = x;
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if(mouseX > XRES)
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float overflow = 0;
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float mouseLocation = 0;
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if (mouseX > XRES)
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mouseX = XRES;
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//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 ...
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// 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 ...
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// mouseX = 15;
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scrollBar->Position.X = (int)(((float)mouseX/((float)XRES))*(float)(XRES-scrollSize));
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scrollBar->Visible = true;
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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
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scrollBar->Position.X = (int)(((float)mouseX / (float)XRES) * (float)(XRES - scrollSize)) + 1;
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newInitialX += int(overflow/mouseLocation);
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overflow = (float)(totalWidth - (XRES - BARSIZE));
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mouseLocation = (float)(XRES - 3)/(float)((XRES - 2) - mouseX); // mouseLocation adjusted slightly in case you have 200 elements in one menu
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newInitialX += (int)(overflow/mouseLocation);
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}
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else
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{
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scrollBar->Position.X = 1;
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scrollBar->Visible = false;
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}
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scrollBar->Size.X=scrollSize;
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int offsetDelta = toolButtons[0]->Position.X - newInitialX;
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for(auto *button : toolButtons)
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scrollBar->Size.X = scrollSize - 1;
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offsetDelta = toolButtons[0]->Position.X - newInitialX;
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for (auto *button : toolButtons)
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{
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button->Position.X -= offsetDelta;
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if (button->Position.X+button->Size.X <= 0 || (button->Position.X+button->Size.X) > XRES-2)
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if (button->Position.X + button->Size.X <= 0 || (button->Position.X + button->Size.X) > XRES - 2)
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button->Visible = false;
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else
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button->Visible = true;
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}
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//Ensure that mouseLeave events are make their way to the buttons should they move from underneath the mouse pointer
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if(toolButtons[0]->Position.Y < y && toolButtons[0]->Position.Y+toolButtons[0]->Size.Y > y)
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// Ensure that mouseLeave events are make their way to the buttons should they move from underneath the mouse pointer
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if (toolButtons[0]->Position.Y < y && toolButtons[0]->Position.Y + toolButtons[0]->Size.Y > y)
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{
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for(auto *button : toolButtons)
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for (auto *button : toolButtons)
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{
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if(button->Position.X < x && button->Position.X+button->Size.X > x)
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if (button->Position.X < x && button->Position.X + button->Size.X > x)
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button->OnMouseEnter(x, y);
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else
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button->OnMouseLeave(x, y);
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