using System; namespace ClassicalSharp { public partial class BlockSelectScreen : Screen { const int scrollbarWidth = 10; static FastColour scrollCol = new FastColour( 10, 10, 10, 220 ); static FastColour scrollUsedCol = new FastColour( 100, 100, 100, 220 ); void DrawScrollbar() { graphicsApi.Draw2DQuad( TableX, TableY, scrollbarWidth, TableHeight, scrollCol ); float scale = TableHeight / (float)rows; int yOffset = (int)Math.Ceiling(scrollY * scale); int height = (int)Math.Ceiling(maxRows * scale); if( yOffset + height > TableHeight ) height = TableHeight - yOffset; graphicsApi.Draw2DQuad( TableX, TableY + yOffset, scrollbarWidth, height, scrollUsedCol ); } public override bool HandlesMouseScroll( int delta ) { bool bounds = Contains( TableX, TableY, TableWidth, TableHeight, game.Mouse.X, game.Mouse.Y ); if( !bounds ) return false; int startScrollY = scrollY; scrollY -= delta; ClampScrollY(); int diffY = scrollY - startScrollY; if( selIndex >= 0 ) { selIndex += diffY * blocksPerRow; RecreateBlockInfoTexture(); } return true; } int scrollY; void UpdateScrollY() { scrollY = selIndex / blocksPerRow; ClampScrollY(); } void ClampScrollY() { if( scrollY >= rows - maxRows ) scrollY = rows - maxRows; if( scrollY < 0 ) scrollY = 0; } void ScrollbarClick( int mouseY ) { mouseY -= TableY; float scale = TableHeight / (float)rows; scrollY = (int)(mouseY / scale); ClampScrollY(); } } }