package basicElements import "image" import "git.tebibyte.media/sashakoshka/tomo/input" import "git.tebibyte.media/sashakoshka/tomo/theme" import "git.tebibyte.media/sashakoshka/tomo/config" import "git.tebibyte.media/sashakoshka/tomo/artist" import "git.tebibyte.media/sashakoshka/tomo/elements/core" // 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 { *core.Core core core.CoreControl vertical bool enabled bool dragging bool dragOffset image.Point track image.Rectangle bar image.Rectangle contentBounds image.Rectangle viewportBounds image.Rectangle config config.Wrapped theme theme.Wrapped onScroll func (viewport image.Point) } // NewScrollBar creates a new scroll bar. If vertical is set to true, the scroll // bar will be vertical instead of horizontal. func NewScrollBar (vertical bool) (element *ScrollBar) { element = &ScrollBar { vertical: vertical, enabled: true, } if vertical { element.theme.Case = theme.C("basic", "scrollBarHorizontal") } else { element.theme.Case = theme.C("basic", "scrollBarVertical") } element.Core, element.core = core.NewCore(element.handleResize) element.updateMinimumSize() return } func (element *ScrollBar) handleResize () { if element.core.HasImage() { element.recalculate() element.draw() } } func (element *ScrollBar) HandleMouseDown (x, y int, button input.Button) { velocity := element.config.ScrollVelocity() point := image.Pt(x, y) if point.In(element.bar) { // the mouse is pressed down within the bar's handle element.dragging = true element.drawAndPush() element.dragOffset = point.Sub(element.bar.Min). Add(element.Bounds().Min) element.dragTo(point) } 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(point) 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(point) { element.scrollBy(viewport) } else { element.scrollBy(-viewport) } case input.ButtonRight: // inch up/down on right click if element.isAfterHandle(point) { element.scrollBy(velocity) } else { element.scrollBy(-velocity) } } } } func (element *ScrollBar) HandleMouseUp (x, y int, button input.Button) { if element.dragging { element.dragging = false element.drawAndPush() } } func (element *ScrollBar) HandleMouseMove (x, y int) { if element.dragging { element.dragTo(image.Pt(x, y)) } } func (element *ScrollBar) HandleMouseScroll (x, y int, deltaX, deltaY float64) { 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.drawAndPush() } // 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.recalculate() element.drawAndPush() } // 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 } // SetTheme sets the element's theme. func (element *ScrollBar) SetTheme (new theme.Theme) { if new == element.theme.Theme { return } element.theme.Theme = new element.drawAndPush() } // SetConfig sets the element's configuration. func (element *ScrollBar) SetConfig (new config.Config) { if new == element.config.Config { return } element.config.Config = new element.updateMinimumSize() element.drawAndPush() } 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.Bounds().Min. Add(image.Pt(0, element.bar.Dy() / 2)) } else { return element.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.Bounds() padding := element.theme.Padding(theme.PatternGutter) 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.Bounds() padding := element.theme.Padding(theme.PatternGutter) 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 () { padding := element.theme.Padding(theme.PatternGutter) if element.vertical { element.core.SetMinimumSize ( padding.Horizontal() + element.config.HandleWidth(), padding.Vertical() + element.config.HandleWidth() * 2) } else { element.core.SetMinimumSize ( padding.Horizontal() + element.config.HandleWidth() * 2, padding.Vertical() + element.config.HandleWidth()) } } func (element *ScrollBar) drawAndPush () { if element.core.HasImage () { element.draw() element.core.DamageAll() } } func (element *ScrollBar) draw () { bounds := element.Bounds() state := theme.State { Disabled: !element.Enabled(), Pressed: element.dragging, } element.theme.Pattern(theme.PatternGutter, state).Draw ( element.core, bounds) element.theme.Pattern(theme.PatternHandle, state).Draw ( element.core, element.bar) }