combine GameView DoMouseMove into OnMouseMove
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22d6e23d36
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@ -1137,6 +1137,45 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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c->SetActiveMenu(delayedActiveMenu);
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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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}
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void GameView::OnMouseDown(int x, int y, unsigned button)
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@ -1760,45 +1799,6 @@ void GameView::DoMouseMove(int x, int y, int dx, int dy)
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{
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if(c->MouseMove(x, y, dx, dy))
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Window::DoMouseMove(x, y, dx, dy);
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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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}
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void GameView::DoMouseDown(int x, int y, unsigned button)
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