if (me.pressed == 1)
{
hit = 1;
- if (pos.x < 1 - me.controlWidth - me.tolerance.y * me.controlWidth) hit = 0;
- if (pos.y < 0 - me.tolerance.x) hit = 0;
- if (pos.x >= 1 + me.tolerance.y * me.controlWidth) hit = 0;
- if (pos.y >= 1 + me.tolerance.x) hit = 0;
+ if (pos.x < 1 - me.controlWidth - me.tolerance.x * me.controlWidth) hit = 0;
+ if (pos.y < 0 - me.tolerance.y) hit = 0;
+ if (pos.x >= 1 + me.tolerance.x * me.controlWidth) hit = 0;
+ if (pos.y >= 1 + me.tolerance.y) hit = 0;
if (hit)
{
// calculate new pos to v
}
return 1;
}
- float ListBox_mousePress(entity me, vector pos)
+ METHOD(ListBox, mousePress, bool(ListBox this, vector pos))
{
- if (pos.x < 0) return 0;
- if (pos.y < 0) return 0;
- if (pos.x >= 1) return 0;
- if (pos.y >= 1) return 0;
- me.dragScrollPos = pos;
- me.updateControlTopBottom(me);
- if (pos.x >= 1 - me.controlWidth)
+ if (pos.x < 0) return false;
+ if (pos.y < 0) return false;
+ if (pos.x >= 1) return false;
+ if (pos.y >= 1) return false;
+ this.dragScrollPos = pos;
+ this.updateControlTopBottom(this);
+ if (pos.x >= 1 - this.controlWidth)
{
- // if hit, set me.pressed, otherwise scroll by one page
- if (pos.y < me.controlTop)
+ // if hit, set this.pressed, otherwise scroll by one page
+ if (pos.y < this.controlTop)
{
// page up
- me.scrollPosTarget = max(me.scrollPosTarget - 1, 0);
+ this.scrollPosTarget = max(this.scrollPosTarget - 1, 0);
}
- else if (pos.y > me.controlBottom)
+ else if (pos.y > this.controlBottom)
{
// page down
- me.scrollPosTarget = min(me.scrollPosTarget + 1, me.getTotalHeight(me) - 1);
+ this.scrollPosTarget = min(this.scrollPosTarget + 1, this.getTotalHeight(this) - 1);
}
else
{
- me.pressed = 1;
- me.pressOffset = pos.y;
- me.previousValue = me.scrollPos;
+ this.pressed = 1;
+ this.pressOffset = pos.y;
+ this.previousValue = this.scrollPos;
}
}
else
{
// continue doing that while dragging (even when dragging outside). When releasing, forward the click to the then selected item.
- me.pressed = 2;
+ this.pressed = 2;
// an item has been clicked. Select it, ...
- me.setSelected(me, me.getItemAtPos(me, me.scrollPos + pos.y));
- me.setFocusedItem(me, me.selectedItem);
+ this.setSelected(this, this.getItemAtPos(this, this.scrollPos + pos.y));
+ this.setFocusedItem(this, this.selectedItem);
}
- return 1;
+ return true;
}
void ListBox_setFocusedItem(entity me, int item)
{
AUTOCVAR(menu_scroll_averaging_time_pressed, float, 0.06, "smooth scroll averaging time when dragging the scrollbar");
void ListBox_draw(entity me)
{
- float i;
- vector absSize, fillSize = '0 0 0';
- vector oldshift, oldscale;
+ vector fillSize = '0 0 0';
// we can't do this in mouseMove as the list can scroll without moving the cursor
if (me.mouseMoveOffset != -1) me.setFocusedItem(me, me.getItemAtPos(me, me.scrollPos + me.mouseMoveOffset));
}
}
draw_SetClip();
- oldshift = draw_shift;
- oldscale = draw_scale;
+ vector oldshift = draw_shift;
+ vector oldscale = draw_scale;
- float y;
- i = me.getItemAtPos(me, me.scrollPos);
- y = me.getItemStart(me, i) - me.scrollPos;
+ int i = me.getItemAtPos(me, me.scrollPos);
+ float y = me.getItemStart(me, i) - me.scrollPos;
for ( ; i < me.nItems && y < 1; ++i)
{
draw_shift = boxToGlobal(eY * y, oldshift, oldscale);
vector relSize = eX * (1 - me.controlWidth) + eY * me.getItemHeight(me, i);
- absSize = boxToGlobalSize(relSize, me.size);
+ vector absSize = boxToGlobalSize(relSize, me.size);
draw_scale = boxToGlobalSize(relSize, oldscale);
me.drawListBoxItem(me, i, absSize, (me.selectedItem == i), (me.focusedItem == i));
y += relSize.y;