always calculate tool button offsets directly from mouse position
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f5ede49362
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477d2be92c
@ -201,8 +201,7 @@ GameView::GameView():
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selectPoint2(0, 0),
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currentMouse(0, 0),
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mousePosition(0, 0),
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placeSaveThumb(NULL),
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lastOffset(0)
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placeSaveThumb(NULL)
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{
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int currentX = 1;
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@ -734,7 +733,6 @@ void GameView::NotifyLastToolChanged(GameModel * sender)
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void GameView::NotifyToolListChanged(GameModel * sender)
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{
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int currentX = WINDOWW-56;
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for (size_t i = 0; i < menuButtons.size(); i++)
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{
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if (((MenuAction*)menuButtons[i]->GetActionCallback())->menuID==sender->GetActiveMenu())
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@ -753,6 +751,7 @@ void GameView::NotifyToolListChanged(GameModel * sender)
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}
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toolButtons.clear();
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vector<Tool*> toolList = sender->GetToolList();
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int currentX = 0;
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for (size_t i = 0; i < toolList.size(); i++)
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{
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VideoBuffer * tempTexture = toolList[i]->GetTexture(26, 14);
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@ -801,10 +800,7 @@ void GameView::NotifyToolListChanged(GameModel * sender)
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if (sender->GetActiveMenu() != SC_DECO)
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lastMenu = sender->GetActiveMenu();
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// don't reset scroll back to 0
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int origOffset = lastOffset;
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lastOffset = 0;
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setToolButtonOffset(origOffset);
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updateToolButtonScroll();
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}
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void GameView::NotifyColourSelectorVisibilityChanged(GameModel * sender)
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@ -1076,20 +1072,58 @@ void GameView::record()
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}
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}
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void GameView::setToolButtonOffset(int offset)
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void GameView::updateToolButtonScroll()
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{
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int offset_ = offset;
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offset = offset-lastOffset;
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lastOffset = offset_;
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for(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
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if(toolButtons.size())
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{
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ToolButton * button = *iter;
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button->Position.X -= offset;
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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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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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{
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int mouseX = x;
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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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// mouseX = 15;
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scrollBar->Position.X = (int)(((float)mouseX/((float)XRES))*(float)(XRES-scrollSize));
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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
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newInitialX += overflow/mouseLocation;
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}
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else
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button->Visible = true;
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{
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scrollBar->Position.X = 1;
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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(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
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{
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ToolButton * button = *iter;
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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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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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{
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for(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
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{
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ToolButton * button = *iter;
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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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}
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}
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}
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}
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@ -1138,44 +1172,7 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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delayedActiveMenu = -1;
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}
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if(toolButtons.size())
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{
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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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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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// mouseX = 15;
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scrollBar->Position.X = (int)(((float)mouseX/((float)XRES))*(float)(XRES-scrollSize));
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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
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setToolButtonOffset(overflow/mouseLocation);
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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(vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter!=end; ++iter)
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{
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ToolButton * button = *iter;
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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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}
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}
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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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}
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scrollBar->Size.X=scrollSize;
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}
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updateToolButtonScroll();
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}
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void GameView::OnMouseDown(int x, int y, unsigned button)
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@ -112,8 +112,7 @@ private:
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SimulationSample sample;
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int lastOffset;
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void setToolButtonOffset(int offset);
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void updateToolButtonScroll();
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void SetSaveButtonTooltips();
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