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📄 guiscrollctrl.h

📁 五行MMORPG引擎系统V1.0
💻 H
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

#ifndef _GUISCROLLCTRL_H_
#define _GUISCROLLCTRL_H_

#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif

class GuiScrollCtrl : public GuiControl
{
private:
   typedef GuiControl Parent;

protected:

   // the scroll control uses a bitmap array to draw all its
   // graphics... these are the bitmaps it needs:
   enum BitmapIndices
   {
      BmpUp,
      BmpDown,
      BmpVThumbTopCap,
      BmpVThumb,
      BmpVThumbBottomCap,
      BmpVPage,
      BmpLeft,
      BmpRight,
      BmpHThumbLeftCap,
      BmpHThumb,
      BmpHThumbRightCap,
      BmpHPage,
      BmpResize,

      BmpCount
   };

   enum BitmapStates
   {
      BmpDefault = 0,
      BmpHilite,
      BmpDisabled,

      BmpStates
   };
   RectI *mBitmapBounds;  //bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
   TextureHandle mTextureHandle;

   S32     mBorderThickness;           // this gets set per class in the constructor
   Point2I mChildMargin;               // the thickeness of the margin around the child controls

   // note - it is implicit in the scroll view that the buttons all have the same
   // arrow length and that horizontal and vertical scroll bars have the
   // same thickness

   S32 mScrollBarThickness;        // determined by the width of the vertical page bmp
   S32 mScrollBarArrowBtnLength;   // determined by the height of the up arrow

   bool mHBarEnabled;
   bool mVBarEnabled;
   bool mHasHScrollBar;
   bool mHasVScrollBar;

   Point2I mContentPos;  // the position of the content region in the control's coord system
   Point2I mContentExt;  // the extent of the content region

   Point2I mChildPos;   // the position of the upper left corner of the child control(s)
   Point2I mChildExt;

   Point2I mChildRelPos; // the relative position of the upper left content corner in
                         // the child's coordinate system - 0,0 if scrolled all the way to upper left.

   //--------------------------------------
   // for mouse dragging the thumb
   Point2I mChildRelPosAnchor; // the original childRelPos when scrolling started
   S32 mThumbMouseDelta;

   S32 mLastUpdated;

   S32 mHThumbSize;
   S32 mHThumbPos;

   S32 mVThumbSize;
   S32 mVThumbPos;

   S32 mBaseThumbSize;

   RectI mUpArrowRect;
   RectI mDownArrowRect;
   RectI mLeftArrowRect;
   RectI mRightArrowRect;
   RectI mHTrackRect;
   RectI mVTrackRect;

#ifdef TGE_RPG
	bool  m_bVBarAtLeft;
#endif
   //--------------------------------------
   // for determing hit area
public:      //called by the ComboPopUp class
   enum Region
   {
      UpArrow,
      DownArrow,
      LeftArrow,
      RightArrow,
      UpPage,
      DownPage,
      LeftPage,
      RightPage,
      VertThumb,
      HorizThumb,
      None
   };
   enum {
      ScrollBarAlwaysOn = 0,
      ScrollBarAlwaysOff = 1,
      ScrollBarDynamic = 2
   };

   bool stateDepressed;
   Region curHitRegion;

   bool disabled;
   S32 mForceHScrollBar;
   S32 mForceVScrollBar;

   bool mUseConstantHeightThumb;
   bool mWillFirstRespond;     // for automatically handling arrow keys

   Region findHitRegion(const Point2I &);

protected:

   virtual bool calcChildExtents();
   virtual void calcScrollRects(void);
   void calcThumbs();
   void scrollByRegion(Region reg);

   //--------------------------------------

   //--------------------------------------

public:
   GuiScrollCtrl();
   DECLARE_CONOBJECT(GuiScrollCtrl);
   static void initPersistFields();
   void autoScroll(Region reg);

   void scrollTo(S32 x, S32 y);
   void scrollDelta(S32 x, S32 y);
   void scrollRectVisible(RectI rect);

   void computeSizes();

   // you can change the bitmap array dynamically.
   void loadBitmapArray();

   void addObject(SimObject *obj);
   void resize(const Point2I &newPosition, const Point2I &newExtent);
   void childResized(GuiControl *child);
   Point2I getChildPos() { return mChildPos; }
   Point2I getChildExtent() { return mChildExt; }
   Point2I getContentExtent() { return mContentExt; }
   S32 getBorderThickness(void) { return mBorderThickness; }
   S32 scrollBarThickness() const                        { return(mScrollBarThickness); }
   S32 scrollBarArrowBtnLength() const                   { return(mScrollBarArrowBtnLength); }
   bool hasHScrollBar() const                            { return(mHasHScrollBar); }
   bool hasVScrollBar() const                            { return(mHasVScrollBar); }
   bool enabledHScrollBar() const                        { return(mHBarEnabled); }
   bool enabledVScrollBar() const                        { return(mVBarEnabled); }

   bool isScrolledToBottom() { return mChildPos.y + mChildExt.y <= mContentPos.y + mContentExt.y; }

   bool wantsTabListMembership();
   bool becomeFirstResponder();
   bool loseFirstResponder();

   Region getCurHitRegion(void) { return curHitRegion; }

   bool onKeyDown(const GuiEvent &event);
   void onMouseDown(const GuiEvent &event);
   void onMouseRepeat(const GuiEvent &event);
   void onMouseUp(const GuiEvent &event);
   void onMouseDragged(const GuiEvent &event);
   bool onMouseWheelUp(const GuiEvent &event);
   bool onMouseWheelDown(const GuiEvent &event);

   bool onWake();
   void onSleep();

   void onPreRender();
   void onRender(Point2I offset, const RectI &updateRect);
   virtual void drawBorder(const Point2I &offset, bool isFirstResponder);
   virtual void drawVScrollBar(const Point2I &offset);
   virtual void drawHScrollBar(const Point2I &offset);
   virtual void drawScrollCorner(const Point2I &offset);
   virtual GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1);
};

#endif //_GUI_SCROLL_CTRL_H

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