Clean up ViewportScrollControllerWidget.
This commit is contained in:
@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* as published by the Free Software Foundation. For more information,
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@@ -20,12 +20,41 @@ namespace OpenRA.Widgets
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public int EdgeScrollThreshold = 15;
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public int EdgeScrollThreshold = 15;
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public int EdgeCornerScrollThreshold = 35;
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public int EdgeCornerScrollThreshold = 35;
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ScrollDirection Keyboard;
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static readonly Dictionary<ScrollDirection, string> ScrollCursors = new Dictionary<ScrollDirection, string>
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ScrollDirection Edge;
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{
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{ ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" },
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{ ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" },
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{ ScrollDirection.Down | ScrollDirection.Left, "scroll-bl" },
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{ ScrollDirection.Down | ScrollDirection.Right, "scroll-br" },
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{ ScrollDirection.Up, "scroll-t" },
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{ ScrollDirection.Down, "scroll-b" },
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{ ScrollDirection.Left, "scroll-l" },
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{ ScrollDirection.Right, "scroll-r" },
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};
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public ViewportScrollControllerWidget() : base() { }
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static readonly Dictionary<ScrollDirection, float2> ScrollOffsets = new Dictionary<ScrollDirection, float2>
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protected ViewportScrollControllerWidget(ViewportScrollControllerWidget widget)
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{
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: base(widget) { }
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{ ScrollDirection.Up, new float2(0, -1) },
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{ ScrollDirection.Down, new float2(0, 1) },
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{ ScrollDirection.Left, new float2(-1, 0) },
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{ ScrollDirection.Right, new float2(1, 0) },
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};
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ScrollDirection keyboardDirections;
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ScrollDirection edgeDirections;
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public static string GetScrollCursor(Widget w, ScrollDirection edge, int2 pos)
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{
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if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != w)
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return null;
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var blockedDirections = Game.viewport.GetBlockedDirections();
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foreach (var dir in ScrollCursors)
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if (edge.Includes(dir.Key))
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return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
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return null;
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}
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public override bool HandleMouseInput(MouseInput mi)
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public override bool HandleMouseInput(MouseInput mi)
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{
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{
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@@ -40,41 +69,15 @@ namespace OpenRA.Widgets
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Game.viewport.Scroll((Viewport.LastMousePos - mi.Location) * d);
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Game.viewport.Scroll((Viewport.LastMousePos - mi.Location) * d);
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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static readonly Dictionary<ScrollDirection, string> directions = new Dictionary<ScrollDirection, string>
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public override string GetCursor(int2 pos) { return GetScrollCursor(this, edgeDirections, pos); }
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{
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{ ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" },
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{ ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" },
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{ ScrollDirection.Down | ScrollDirection.Left, "scroll-bl" },
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{ ScrollDirection.Down | ScrollDirection.Right, "scroll-br" },
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{ ScrollDirection.Up, "scroll-t" },
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{ ScrollDirection.Down, "scroll-b" },
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{ ScrollDirection.Left, "scroll-l" },
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{ ScrollDirection.Right, "scroll-r" },
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};
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public static string GetScrollCursor(Widget w, ScrollDirection edge, int2 pos)
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{
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if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != w)
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return null;
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var blockedDirections = Game.viewport.GetBlockedDirections();
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foreach (var dir in directions)
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if (edge.Includes(dir.Key))
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return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
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return null;
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}
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public override string GetCursor(int2 pos) { return GetScrollCursor(this, Edge, pos); }
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public override bool YieldKeyboardFocus()
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public override bool YieldKeyboardFocus()
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{
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{
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Keyboard = ScrollDirection.None;
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keyboardDirections = ScrollDirection.None;
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return base.YieldKeyboardFocus();
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return base.YieldKeyboardFocus();
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}
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}
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@@ -82,91 +85,49 @@ namespace OpenRA.Widgets
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{
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{
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switch (e.KeyName)
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switch (e.KeyName)
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{
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{
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case "up": Keyboard = Keyboard.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true;
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case "up": keyboardDirections = keyboardDirections.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true;
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case "down": Keyboard = Keyboard.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true;
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case "down": keyboardDirections = keyboardDirections.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true;
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case "left": Keyboard = Keyboard.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true;
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case "left": keyboardDirections = keyboardDirections.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true;
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case "right": Keyboard = Keyboard.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true;
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case "right": keyboardDirections = keyboardDirections.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true;
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}
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}
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return false;
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return false;
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}
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}
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public override void Tick()
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public override void Tick()
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{
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{
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Edge = ScrollDirection.None;
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edgeDirections = ScrollDirection.None;
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if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
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if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
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edgeDirections = CheckForDirections();
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if (keyboardDirections != ScrollDirection.None || edgeDirections != ScrollDirection.None)
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{
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{
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Edge = CheckForDirections();
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var scroll = float2.Zero;
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}
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Scroll();
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}
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ScrollDirection CheckForDirections()
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foreach (var kv in ScrollOffsets)
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{
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if (keyboardDirections.Includes(kv.Key) || edgeDirections.Includes(kv.Key))
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// First let's check if the mouse is on the corners:
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scroll += kv.Value;
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if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Right
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{
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return ScrollDirection.Right | ScrollDirection.Down;
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}
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else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Left
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{
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return ScrollDirection.Down | ScrollDirection.Left;
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}
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else if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
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var length = Math.Max(1, scroll.Length);
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Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Right
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scroll *= (1f / length) * Game.Settings.Game.ViewportEdgeScrollStep;
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{
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return ScrollDirection.Right | ScrollDirection.Up;
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}
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else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
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Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Left
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{
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return ScrollDirection.Left | ScrollDirection.Up;
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}
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//Check for corner ends here now let's check the edges:
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// Check for edge-scroll
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if (Viewport.LastMousePos.X < EdgeScrollThreshold)
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return ScrollDirection.Left;
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if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
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return ScrollDirection.Up;
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if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
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return ScrollDirection.Right;
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if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
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return ScrollDirection.Down;
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//Check for edge-scroll ends here.If none of above then return none.
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return ScrollDirection.None;
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}
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void Scroll()
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{
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if (Keyboard != ScrollDirection.None || Edge != ScrollDirection.None)
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{
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var scroll = new float2(0, 0);
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if (Keyboard.Includes(ScrollDirection.Up) || Edge.Includes(ScrollDirection.Up))
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scroll += new float2(0, -1);
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if (Keyboard.Includes(ScrollDirection.Right) || Edge.Includes(ScrollDirection.Right))
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scroll += new float2(1, 0);
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if (Keyboard.Includes(ScrollDirection.Down) || Edge.Includes(ScrollDirection.Down))
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scroll += new float2(0, 1);
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if (Keyboard.Includes(ScrollDirection.Left) || Edge.Includes(ScrollDirection.Left))
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scroll += new float2(-1, 0);
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float length = Math.Max(1, scroll.Length);
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scroll.X = (scroll.X / length) * Game.Settings.Game.ViewportEdgeScrollStep;
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scroll.Y = (scroll.Y / length) * Game.Settings.Game.ViewportEdgeScrollStep;
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Game.viewport.Scroll(scroll);
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Game.viewport.Scroll(scroll);
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}
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}
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}
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}
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public override Widget Clone() { return new ViewportScrollControllerWidget(this); }
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ScrollDirection CheckForDirections()
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{
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var directions = ScrollDirection.None;
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if (Viewport.LastMousePos.X < EdgeScrollThreshold)
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directions |= ScrollDirection.Left;
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if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
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directions |= ScrollDirection.Up;
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if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
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directions |= ScrollDirection.Right;
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if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
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directions |= ScrollDirection.Down;
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return directions;
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}
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}
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}
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}
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}
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