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