The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/ScrollableWindowComponent.h

89 lines
3.4 KiB

#pragma once
#include "Menu.h"
#include "MenuComponent.h"
#include "Crawler.h"
class ScrollableWindowComponent:public MenuComponent{
protected:
Renderable r;
std::vector<MenuComponent*>components;
vf2d scrollOffset{};
geom2d::rect<float>bounds; //It's for the scrollbar.
private:
inline bool OnScreen(MenuComponent*component){
return geom2d::overlaps(rect,geom2d::rect<float>{component->rect.pos+scrollOffset,component->rect.size});
}
public:
inline ScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick)
:MenuComponent(parent,rect,"",onClick,false){
r.Create(rect.size.x,rect.size.y);
}
protected:
virtual inline void Update(Crawler*game)override{
MenuComponent::Update(game);
if(game->GetMouseWheel()!=0){
if(game->GetMouseWheel()>0){
scrollOffset.y+="ThemeGlobal.MenuScrollWheelSpeed"_I;
}else{
scrollOffset.y-="ThemeGlobal.MenuScrollWheelSpeed"_I;
}
}
for(MenuComponent*component:components){
component->disabled=!OnScreen(component);
component->_Update(game);
}
}
virtual inline void Draw(Crawler*game,vf2d parentPos,bool focused)override{
MenuComponent::Draw(game,parentPos,focused);
Sprite*prevDrawTarget=game->GetDrawTarget();
game->SetDrawTarget(r.Sprite());
game->Clear(BLANK);
for(MenuComponent*component:components){
component->_Draw(game,scrollOffset,focused);
}
game->SetDrawTarget(prevDrawTarget);
game->DrawSprite(parentPos,r.Sprite());
}
virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
MenuComponent::DrawDecal(game,parentPos,focused);
game->DrawRectDecal(parentPos,rect.size);
for(MenuComponent*component:components){
component->_DrawDecal(game,parentPos+scrollOffset,focused);
}
}
virtual bool GetHoverState(Crawler*game,MenuComponent*child)override{
return geom2d::overlaps(geom2d::rect<float>{Menu::menus[parentMenu]->pos+child->rect.pos+scrollOffset,child->rect.size},game->GetMousePos());
}
public:
void inline AddComponent(Menu*parentMenu,std::string key,MenuComponent*button){
components.push_back(button);
button->renderInMain=false; //Now we are in control!
button->parentComponent=this;
if(button->rect.pos.x<bounds.pos.x){
float sizeIncrease=bounds.pos.x-button->rect.pos.x;
bounds.size.x+=sizeIncrease;
bounds.pos.x=button->rect.pos.x;
}
if(button->rect.right().start.x>bounds.right().start.x){
float sizeIncrease=button->rect.right().start.x-bounds.right().start.x;
bounds.size.x+=sizeIncrease;
}
if(button->rect.pos.y<bounds.pos.y){
float sizeIncrease=bounds.pos.y-button->rect.pos.y;
bounds.size.y+=sizeIncrease;
bounds.pos.y=button->rect.pos.y;
}
if(button->rect.bottom().start.y>bounds.bottom().start.y){
float sizeIncrease=button->rect.bottom().start.y-bounds.bottom().start.y;
bounds.size.y+=sizeIncrease;
}
parentMenu->AddComponent(key,button);
}
virtual inline bool PointWithinParent(MenuComponent*child,vi2d drawPos)override{
return geom2d::overlaps(geom2d::rect<float>{Menu::menus[parentMenu]->pos+rect.pos,rect.size},drawPos);
}
};