always calculate tool button offsets directly from mouse position

This commit is contained in:
krawthekrow 2016-10-18 15:53:27 +08:00 committed by jacob1
parent f5ede49362
commit 477d2be92c
2 changed files with 54 additions and 58 deletions

View File

@ -201,8 +201,7 @@ GameView::GameView():
selectPoint2(0, 0),
currentMouse(0, 0),
mousePosition(0, 0),
placeSaveThumb(NULL),
lastOffset(0)
placeSaveThumb(NULL)
{
int currentX = 1;
@ -734,7 +733,6 @@ void GameView::NotifyLastToolChanged(GameModel * sender)
void GameView::NotifyToolListChanged(GameModel * sender)
{
int currentX = WINDOWW-56;
for (size_t i = 0; i < menuButtons.size(); i++)
{
if (((MenuAction*)menuButtons[i]->GetActionCallback())->menuID==sender->GetActiveMenu())
@ -753,6 +751,7 @@ void GameView::NotifyToolListChanged(GameModel * sender)
}
toolButtons.clear();
vector<Tool*> toolList = sender->GetToolList();
int currentX = 0;
for (size_t i = 0; i < toolList.size(); i++)
{
VideoBuffer * tempTexture = toolList[i]->GetTexture(26, 14);
@ -801,10 +800,7 @@ void GameView::NotifyToolListChanged(GameModel * sender)
if (sender->GetActiveMenu() != SC_DECO)
lastMenu = sender->GetActiveMenu();
// don't reset scroll back to 0
int origOffset = lastOffset;
lastOffset = 0;
setToolButtonOffset(origOffset);
updateToolButtonScroll();
}
void GameView::NotifyColourSelectorVisibilityChanged(GameModel * sender)
@ -1076,20 +1072,58 @@ void GameView::record()
}
}
void GameView::setToolButtonOffset(int offset)
void GameView::updateToolButtonScroll()
{
int offset_ = offset;
offset = offset-lastOffset;
lastOffset = offset_;
for(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
if(toolButtons.size())
{
ToolButton * button = *iter;
button->Position.X -= offset;
if (button->Position.X+button->Size.X <= 0 || (button->Position.X+button->Size.X) > XRES-2)
button->Visible = false;
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 mouseX = x;
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 ...
// mouseX = 15;
scrollBar->Position.X = (int)(((float)mouseX/((float)XRES))*(float)(XRES-scrollSize));
float overflow = totalWidth-(XRES-BARSIZE), mouseLocation = float(XRES-3)/float((XRES-2)-mouseX); //mouseLocation adjusted slightly in case you have 200 elements in one menu
newInitialX += overflow/mouseLocation;
}
else
button->Visible = true;
{
scrollBar->Position.X = 1;
}
scrollBar->Size.X=scrollSize;
int offsetDelta = toolButtons[0]->Position.X - newInitialX;
for(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
{
ToolButton * button = *iter;
button->Position.X -= offsetDelta;
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)
{
for(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
{
ToolButton * button = *iter;
if(button->Position.X < x && button->Position.X+button->Size.X > x)
button->OnMouseEnter(x, y);
else
button->OnMouseLeave(x, y);
}
}
}
}
@ -1138,44 +1172,7 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
delayedActiveMenu = -1;
}
if(toolButtons.size())
{
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)
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 ...
// mouseX = 15;
scrollBar->Position.X = (int)(((float)mouseX/((float)XRES))*(float)(XRES-scrollSize));
float overflow = totalWidth-(XRES-BARSIZE), mouseLocation = float(XRES-3)/float(mouseX-(XRES-2)); //mouseLocation adjusted slightly in case you have 200 elements in one menu
setToolButtonOffset(overflow/mouseLocation);
//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(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
{
ToolButton * button = *iter;
if(button->Position.X < x && button->Position.X+button->Size.X > x)
button->OnMouseEnter(x, y);
else
button->OnMouseLeave(x, y);
}
}
}
else
{
scrollBar->Position.X = 1;
}
scrollBar->Size.X=scrollSize;
}
updateToolButtonScroll();
}
void GameView::OnMouseDown(int x, int y, unsigned button)

View File

@ -112,8 +112,7 @@ private:
SimulationSample sample;
int lastOffset;
void setToolButtonOffset(int offset);
void updateToolButtonScroll();
void SetSaveButtonTooltips();