package elements import "image" import "tomo" import "tomo/input" import "art" // ScrollBar is an element similar to Slider, but it has special behavior that // makes it well suited for controlling the viewport position on one axis of a // scrollable element. Instead of having a value from zero to one, it stores // viewport and content boundaries. When the user drags the scroll bar handle, // the scroll bar calls the OnScroll callback assigned to it with the position // the user is trying to move the handle to. A program can check to see if this // value is valid, move the viewport, and give the scroll bar the new viewport // bounds (which will then cause it to move the handle). // // Typically, you wont't want to use a ScrollBar by itself. A ScrollContainer is // better for most cases. type ScrollBar struct { entity tomo.Entity c tomo.Case vertical bool enabled bool dragging bool dragOffset image.Point track image.Rectangle bar image.Rectangle contentBounds image.Rectangle viewportBounds image.Rectangle onScroll func (viewport image.Point) } // NewVScrollBar creates a new vertical scroll bar. func NewVScrollBar () (element *ScrollBar) { element = &ScrollBar { vertical: true, enabled: true, } element.c = tomo.C("tomo", "scrollBarVertical") element.entity = tomo.GetBackend().NewEntity(element) element.updateMinimumSize() return } // NewHScrollBar creates a new horizontal scroll bar. func NewHScrollBar () (element *ScrollBar) { element = &ScrollBar { enabled: true, } element.c = tomo.C("tomo", "scrollBarHorizontal") element.entity = tomo.GetBackend().NewEntity(element) element.updateMinimumSize() return } // Entity returns this element's entity. func (element *ScrollBar) Entity () tomo.Entity { return element.entity } // Draw causes the element to draw to the specified destination canvas. func (element *ScrollBar) Draw (destination art.Canvas) { element.recalculate() bounds := element.entity.Bounds() state := tomo.State { Disabled: !element.Enabled(), Pressed: element.dragging, } element.entity.Theme().Pattern(tomo.PatternGutter, state, element.c).Draw ( destination, bounds) element.entity.Theme().Pattern(tomo.PatternHandle, state, element.c).Draw ( destination, element.bar) } func (element *ScrollBar) HandleMouseDown ( position image.Point, button input.Button, modifiers input.Modifiers, ) { velocity := element.entity.Config().ScrollVelocity() if position.In(element.bar) { // the mouse is pressed down within the bar's handle element.dragging = true element.entity.Invalidate() element.dragOffset = position.Sub(element.bar.Min). Add(element.entity.Bounds().Min) element.dragTo(position) } else { // the mouse is pressed down within the bar's gutter switch button { case input.ButtonLeft: // start scrolling at this point, but set the offset to // the middle of the handle element.dragging = true element.dragOffset = element.fallbackDragOffset() element.dragTo(position) case input.ButtonMiddle: // page up/down on middle click viewport := 0 if element.vertical { viewport = element.viewportBounds.Dy() } else { viewport = element.viewportBounds.Dx() } if element.isAfterHandle(position) { element.scrollBy(viewport) } else { element.scrollBy(-viewport) } case input.ButtonRight: // inch up/down on right click if element.isAfterHandle(position) { element.scrollBy(velocity) } else { element.scrollBy(-velocity) } } } } func (element *ScrollBar) HandleMouseUp ( position image.Point, button input.Button, modifiers input.Modifiers, ) { if element.dragging { element.dragging = false element.entity.Invalidate() } } func (element *ScrollBar) HandleMotion (position image.Point) { if element.dragging { element.dragTo(position) } } func (element *ScrollBar) HandleScroll ( position image.Point, deltaX, deltaY float64, modifiers input.Modifiers, ) { if element.vertical { element.scrollBy(int(deltaY)) } else { element.scrollBy(int(deltaX)) } } // SetEnabled sets whether or not the scroll bar can be interacted with. func (element *ScrollBar) SetEnabled (enabled bool) { if element.enabled == enabled { return } element.enabled = enabled element.entity.Invalidate() } // Enabled returns whether or not the element is enabled. func (element *ScrollBar) Enabled () (enabled bool) { return element.enabled } // SetBounds sets the content and viewport bounds of the scroll bar. func (element *ScrollBar) SetBounds (content, viewport image.Rectangle) { element.contentBounds = content element.viewportBounds = viewport element.entity.Invalidate() } // OnScroll sets a function to be called when the user tries to move the scroll // bar's handle. The callback is passed a point representing the new viewport // position. For the scroll bar's position to visually update, the callback must // check if the position is valid and call ScrollBar.SetBounds with the new // viewport bounds. func (element *ScrollBar) OnScroll (callback func (viewport image.Point)) { element.onScroll = callback } func (element *ScrollBar) HandleThemeChange () { element.updateMinimumSize() element.entity.Invalidate() } func (element *ScrollBar) isAfterHandle (point image.Point) bool { if element.vertical { return point.Y > element.bar.Min.Y } else { return point.X > element.bar.Min.X } } func (element *ScrollBar) fallbackDragOffset () image.Point { if element.vertical { return element.entity.Bounds().Min. Add(image.Pt(0, element.bar.Dy() / 2)) } else { return element.entity.Bounds().Min. Add(image.Pt(element.bar.Dx() / 2, 0)) } } func (element *ScrollBar) scrollBy (delta int) { deltaPoint := image.Point { } if element.vertical { deltaPoint.Y = delta } else { deltaPoint.X = delta } if element.onScroll != nil { element.onScroll(element.viewportBounds.Min.Add(deltaPoint)) } } func (element *ScrollBar) dragTo (point image.Point) { point = point.Sub(element.dragOffset) var scrollX, scrollY float64 if element.vertical { ratio := float64(element.contentBounds.Dy()) / float64(element.track.Dy()) scrollX = float64(element.viewportBounds.Min.X) scrollY = float64(point.Y) * ratio } else { ratio := float64(element.contentBounds.Dx()) / float64(element.track.Dx()) scrollX = float64(point.X) * ratio scrollY = float64(element.viewportBounds.Min.Y) } if element.onScroll != nil { element.onScroll(image.Pt(int(scrollX), int(scrollY))) } } func (element *ScrollBar) recalculate () { if element.vertical { element.recalculateVertical() } else { element.recalculateHorizontal() } } func (element *ScrollBar) recalculateVertical () { bounds := element.entity.Bounds() padding := element.entity.Theme().Padding(tomo.PatternGutter, element.c) element.track = padding.Apply(bounds) contentBounds := element.contentBounds viewportBounds := element.viewportBounds if element.Enabled() { element.bar.Min.X = element.track.Min.X element.bar.Max.X = element.track.Max.X ratio := float64(element.track.Dy()) / float64(contentBounds.Dy()) element.bar.Min.Y = int(float64(viewportBounds.Min.Y) * ratio) element.bar.Max.Y = int(float64(viewportBounds.Max.Y) * ratio) element.bar.Min.Y += element.track.Min.Y element.bar.Max.Y += element.track.Min.Y } // if the handle is out of bounds, don't display it if element.bar.Dy() >= element.track.Dy() { element.bar = image.Rectangle { } } } func (element *ScrollBar) recalculateHorizontal () { bounds := element.entity.Bounds() padding := element.entity.Theme().Padding(tomo.PatternGutter, element.c) element.track = padding.Apply(bounds) contentBounds := element.contentBounds viewportBounds := element.viewportBounds if element.Enabled() { element.bar.Min.Y = element.track.Min.Y element.bar.Max.Y = element.track.Max.Y ratio := float64(element.track.Dx()) / float64(contentBounds.Dx()) element.bar.Min.X = int(float64(viewportBounds.Min.X) * ratio) element.bar.Max.X = int(float64(viewportBounds.Max.X) * ratio) element.bar.Min.X += element.track.Min.X element.bar.Max.X += element.track.Min.X } // if the handle is out of bounds, don't display it if element.bar.Dx() >= element.track.Dx() { element.bar = image.Rectangle { } } } func (element *ScrollBar) updateMinimumSize () { gutterPadding := element.entity.Theme().Padding(tomo.PatternGutter, element.c) handlePadding := element.entity.Theme().Padding(tomo.PatternHandle, element.c) if element.vertical { element.entity.SetMinimumSize ( gutterPadding.Horizontal() + handlePadding.Horizontal(), gutterPadding.Vertical() + handlePadding.Vertical() * 2) } else { element.entity.SetMinimumSize ( gutterPadding.Horizontal() + handlePadding.Horizontal() * 2, gutterPadding.Vertical() + handlePadding.Vertical()) } }