I may have fixed the wierd scrollbar rendering
And something else I didn't realize was there
This commit is contained in:
@@ -207,6 +207,13 @@ func (element *Container) ChildAt (point image.Point) (child elements.Element) {
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func (element *Container) redoAll () {
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if !element.core.HasImage() { return }
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// remove child canvasses so that any operations done in here will not
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// cause a child to draw to a wack ass canvas.
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for _, entry := range element.children {
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entry.DrawTo(nil)
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}
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// do a layout
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element.doLayout()
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@@ -15,6 +15,9 @@ import "git.tebibyte.media/sashakoshka/tomo/elements/core"
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// the user is trying to move the handle to. A program can check to see if this
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// value is valid, move the viewport, and give the scroll bar the new viewport
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// bounds (which will then cause it to move the handle).
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//
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// Typically, you wont't want to use a ScrollBar by itself. A ScrollContainer is
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// better for most cases.
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type ScrollBar struct {
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*core.Core
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core core.CoreControl
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@@ -47,11 +50,18 @@ func NewScrollBar (vertical bool) (element *ScrollBar) {
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} else {
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element.theme.Case = theme.C("basic", "scrollBarVertical")
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}
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element.Core, element.core = core.NewCore(element.draw)
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element.Core, element.core = core.NewCore(element.handleResize)
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element.updateMinimumSize()
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return
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}
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func (element *ScrollBar) handleResize () {
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if element.core.HasImage() {
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element.recalculate()
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element.draw()
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}
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}
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func (element *ScrollBar) HandleMouseDown (x, y int, button input.Button) {
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velocity := element.config.ScrollVelocity()
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point := image.Pt(x, y)
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@@ -59,7 +69,7 @@ func (element *ScrollBar) HandleMouseDown (x, y int, button input.Button) {
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if point.In(element.bar) {
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// the mouse is pressed down within the bar's handle
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element.dragging = true
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element.redo()
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element.drawAndPush()
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element.dragOffset = point
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element.dragTo(point)
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} else {
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@@ -100,7 +110,7 @@ func (element *ScrollBar) HandleMouseDown (x, y int, button input.Button) {
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func (element *ScrollBar) HandleMouseUp (x, y int, button input.Button) {
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if element.dragging {
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element.dragging = false
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element.redo()
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element.drawAndPush()
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}
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}
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@@ -118,7 +128,7 @@ func (element *ScrollBar) HandleMouseScroll (x, y int, deltaX, deltaY float64) {
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func (element *ScrollBar) SetEnabled (enabled bool) {
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if element.enabled == enabled { return }
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element.enabled = enabled
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element.redo()
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element.drawAndPush()
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}
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// Enabled returns whether or not the element is enabled.
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@@ -130,7 +140,8 @@ func (element *ScrollBar) Enabled () (enabled bool) {
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func (element *ScrollBar) SetBounds (content, viewport image.Rectangle) {
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element.contentBounds = content
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element.viewportBounds = viewport
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element.redo()
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element.recalculate()
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element.drawAndPush()
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}
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// OnScroll sets a function to be called when the user tries to move the scroll
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@@ -146,7 +157,7 @@ func (element *ScrollBar) OnScroll (callback func (viewport image.Point)) {
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func (element *ScrollBar) SetTheme (new theme.Theme) {
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if new == element.theme.Theme { return }
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element.theme.Theme = new
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element.redo()
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element.drawAndPush()
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}
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// SetConfig sets the element's configuration.
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@@ -154,7 +165,7 @@ func (element *ScrollBar) SetConfig (new config.Config) {
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if new == element.config.Config { return }
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element.config.Config = new
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element.updateMinimumSize()
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element.redo()
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element.drawAndPush()
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}
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func (element *ScrollBar) isAfterHandle (point image.Point) bool {
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@@ -227,10 +238,11 @@ func (element *ScrollBar) recalculateVertical () {
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element.bar.Min.X = element.track.Min.X
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element.bar.Max.X = element.track.Max.X
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scale := float64(element.track.Dy()) /
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ratio :=
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float64(element.track.Dy()) /
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float64(contentBounds.Dy())
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element.bar.Min.Y = int(float64(viewportBounds.Min.Y) * scale)
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element.bar.Max.Y = int(float64(viewportBounds.Max.Y) * scale)
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element.bar.Min.Y = int(float64(viewportBounds.Min.Y) * ratio)
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element.bar.Max.Y = int(float64(viewportBounds.Max.Y) * ratio)
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element.bar.Min.Y += element.track.Min.Y
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element.bar.Max.Y += element.track.Min.Y
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@@ -243,7 +255,30 @@ func (element *ScrollBar) recalculateVertical () {
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}
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func (element *ScrollBar) recalculateHorizontal () {
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bounds := element.Bounds()
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padding := element.theme.Padding(theme.PatternGutter)
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element.track = padding.Apply(bounds)
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contentBounds := element.contentBounds
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viewportBounds := element.viewportBounds
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if element.Enabled() {
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element.bar.Min.Y = element.track.Min.Y
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element.bar.Max.Y = element.track.Max.Y
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ratio :=
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float64(element.track.Dy()) /
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float64(contentBounds.Dy())
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element.bar.Min.X = int(float64(viewportBounds.Min.X) * ratio)
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element.bar.Max.X = int(float64(viewportBounds.Max.X) * ratio)
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element.bar.Min.X += element.track.Min.X
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element.bar.Max.X += element.track.Min.X
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}
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// if the handle is out of bounds, don't display it
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if element.bar.Dx() >= element.track.Dx() {
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element.bar = image.Rectangle { }
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}
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}
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func (element *ScrollBar) updateMinimumSize () {
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@@ -259,7 +294,7 @@ func (element *ScrollBar) updateMinimumSize () {
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}
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}
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func (element *ScrollBar) redo () {
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func (element *ScrollBar) drawAndPush () {
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if element.core.HasImage () {
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element.draw()
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element.core.DamageAll()
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@@ -50,7 +50,7 @@ func (core *Core) MinimumSize () (width, height int) {
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// overridden.
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func (core *Core) DrawTo (canvas canvas.Canvas) {
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core.canvas = canvas
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if core.drawSizeChange != nil {
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if core.drawSizeChange != nil && core.canvas != nil {
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core.drawSizeChange()
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}
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}
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