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+/****************************************************************************
+**
+** Copyright (C) 2002 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL-EXCEPT$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 as published by the Free Software
+** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//==============================================================================
+// Prefix
+//==============================================================================
+#include "stdafx.h"
+
+//==============================================================================
+// Includes
+//==============================================================================
+#include "ScrollController.h"
+#include "Renderer.h"
+#include "StudioPreferences.h"
+#include "Scroller.h"
+#include "Control.h"
+
+using namespace Q3DStudio;
+
+const long CScrollController::DEFAULT_SCROLL_AMOUNT = 20;
+
+//=============================================================================
+/**
+ * Constructor
+ */
+CScrollController::CScrollController()
+ : m_Orientation(IScrollerBar::VERTICAL)
+ , m_ScrollerBar(NULL)
+ , m_Control(NULL)
+ , m_ScrollingForward(false)
+ , m_ScrollingBackward(false)
+{
+}
+
+//=============================================================================
+/**
+ * Destructor
+ */
+CScrollController::~CScrollController()
+{
+}
+
+//=============================================================================
+/**
+ * Sets the control. Used to get the check if the mouse is over the control.
+ */
+void CScrollController::SetControl(CControl *inControl)
+{
+ m_Control = inControl;
+}
+
+//=============================================================================
+/**
+ * Sets the scroller bar for this control. Used to get the thumb position in
+ * OnMouseDown.
+ */
+void CScrollController::SetScrollerBar(IScrollerBar *inScrollerBar)
+{
+ m_ScrollerBar = inScrollerBar;
+}
+
+//=============================================================================
+/**
+ * Tells this control which way to draw itself.
+ * @param inOrientation Direction of the scroller that is using this control
+ */
+void CScrollController::SetOrientation(IScrollerBar::EOrientation inOrientation)
+{
+ m_Orientation = inOrientation;
+}
+
+//=============================================================================
+/**
+ * Returns the amount to scroll
+ */
+long CScrollController::DetermineScrollAmount()
+{
+ return DEFAULT_SCROLL_AMOUNT;
+}
+
+//=============================================================================
+/**
+ * Call to scroll forwards.
+ * Forwards is right/down depending on orientation.
+ */
+void CScrollController::OnScrollForward(CControl *inButton)
+{
+ if (!m_ScrollingForward && inButton) {
+ m_ScrollingForward = true;
+
+ Q3DStudio::CString theName = "CScrollController::OnScrollForward";
+ if (m_Control) {
+ theName += "::%s";
+ theName.Format(theName, static_cast<const wchar_t *>(m_Control->GetName()));
+ }
+
+ m_TimerConnection = ITickTock::GetInstance().AddTimer(
+ 100, true, std::bind(&CScrollController::OnTimer, this), theName);
+ }
+
+ Q_UNUSED(inButton);
+ CPt theScrollDistance(0, 0);
+ long theScrollAmount = DetermineScrollAmount();
+
+ if (m_ScrollerBar->GetOrientation() == IScrollerBar::VERTICAL) {
+ theScrollDistance.y = theScrollAmount;
+ } else {
+ theScrollDistance.x = theScrollAmount;
+ }
+
+ m_ScrollerBar->GetScroller()->SetVisiblePosition(
+ m_ScrollerBar->GetScroller()->GetVisiblePosition() + theScrollDistance);
+ m_ScrollerBar->RepositionThumb();
+}
+
+//=============================================================================
+/**
+ * Call to scroll backwards.
+ * Backwards is left/up depending on orientation.
+ */
+void CScrollController::OnScrollBackward(CControl *inButton)
+{
+ if (!m_ScrollingBackward && inButton) {
+ m_ScrollingBackward = true;
+
+ Q3DStudio::CString theName = "CScrollController::OnScrollBackward";
+ if (m_Control) {
+ theName += "::%s";
+ theName.Format(theName, static_cast<const wchar_t *>(m_Control->GetName()));
+ }
+
+ m_TimerConnection = ITickTock::GetInstance().AddTimer(
+ 100, true, std::bind(&CScrollController::OnTimer, this), theName);
+ }
+
+ Q_UNUSED(inButton);
+ CPt theScrollDistance(0, 0);
+ long theScrollAmount = DetermineScrollAmount();
+
+ if (m_ScrollerBar->GetOrientation() == IScrollerBar::VERTICAL) {
+ theScrollDistance.y = theScrollAmount;
+ } else {
+ theScrollDistance.x = theScrollAmount;
+ }
+
+ m_ScrollerBar->GetScroller()->SetVisiblePosition(
+ m_ScrollerBar->GetScroller()->GetVisiblePosition() - theScrollDistance);
+ m_ScrollerBar->RepositionThumb();
+}
+
+//=============================================================================
+/**
+ * Cancels the scrolling. Removes the timer.
+ */
+void CScrollController::OnCancelScrolling(CControl *inButton)
+{
+ Q_UNUSED(inButton);
+
+ m_ScrollingForward = false;
+ m_ScrollingBackward = false;
+
+ m_TimerConnection = std::shared_ptr<UICDM::ISignalConnection>();
+}
+
+//=============================================================================
+/**
+ * Overwritten TickTockProc thats called everytime the timer is activated.
+ */
+void CScrollController::OnTimer()
+{
+ if (m_ScrollingForward) {
+ // We want it to scroll only if the mouse is over the control
+ if (m_Control->IsMouseOver()) {
+ OnScrollForward(nullptr);
+ }
+ } else if (m_ScrollingBackward) {
+ // We want it to scroll only if the mouse is over the control
+ if (m_Control->IsMouseOver()) {
+ OnScrollBackward(nullptr);
+ }
+ } else // The timer should not be called if we are not scrolling forward nor backwards
+ {
+ ASSERT(false);
+ }
+}