ClassiCube/ClassicalSharp/2D/Screens/BlockSelectScreen.Scrolling.cs
2015-12-18 11:39:34 +11:00

61 lines
1.6 KiB
C#

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();
}
}
}