Split viewport scrolling into its own widget

This commit is contained in:
Paul Chote
2010-07-26 19:13:35 +12:00
parent 2b890bdb2f
commit 816722256b
5 changed files with 117 additions and 55 deletions

View File

@@ -43,13 +43,6 @@ namespace OpenRA.Widgets
Game.Renderer.LineRenderer.Flush();
}
static internal bool scrollUp = false;
static internal bool scrollDown = false;
static internal bool scrollLeft = false;
static internal bool scrollRight = false;
// TODO: need a mechanism to say "i'll only handle this info if NOTHING else has"
// For now, ensure that this widget recieves the input last or it will eat it
float2 dragStart, dragEnd;
public override bool HandleInputInner(MouseInput mi)
{
@@ -74,11 +67,6 @@ namespace OpenRA.Widgets
dragStart = dragEnd = xy;
}
if (mi.Event == MouseInputEvent.Move &&
(mi.Button == MouseButton.Middle || mi.Button == (MouseButton.Left | MouseButton.Right)))
Game.viewport.Scroll(Widget.LastMousePos - mi.Location);
if (mi.Button == MouseButton.None && mi.Event == MouseInputEvent.Move)
dragStart = dragEnd = xy;
@@ -145,28 +133,10 @@ namespace OpenRA.Widgets
}
}
public override bool LoseFocus (MouseInput mi)
{
scrollUp = scrollDown = scrollLeft = scrollRight = false;
return base.LoseFocus(mi);
}
public override bool HandleKeyPressInner(KeyInput e)
{
// Take the input if *nothing* else is focused
if (!Focused && Widget.SelectedWidget != null)
return false;
if (e.Event == KeyInputEvent.Down)
{
switch (e.KeyName)
{
case "up": scrollUp = true; return true;
case "down": scrollDown = true; return true;
case "left": scrollLeft = true; return true;
case "right": scrollRight = true; return true;
}
{
if (e.KeyName.Length == 1 && char.IsDigit(e.KeyName[0]))
{
Game.world.Selection.DoControlGroup(Game.world, e.KeyName[0] - '0', e.Modifiers);
@@ -179,33 +149,9 @@ namespace OpenRA.Widgets
return true;
}
}
else
{
switch (e.KeyName)
{
case "up": scrollUp = false; return true;
case "down": scrollDown = false; return true;
case "left": scrollLeft = false; return true;
case "right": scrollRight = false; return true;
}
}
return false;
}
public override void Tick(World world)
{
if (scrollUp == true)
Game.viewport.Scroll(new float2(0, -10));
if (scrollRight == true)
Game.viewport.Scroll(new float2(10, 0));
if (scrollDown == true)
Game.viewport.Scroll(new float2(0, 10));
if (scrollLeft == true)
Game.viewport.Scroll(new float2(-10, 0));
}
public void GotoNextBase()
{
var world = Game.world;