mirror of
https://github.com/bulletphysics/bullet3
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120 lines
2.7 KiB
C++
120 lines
2.7 KiB
C++
/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#include "Gwen/Controls/Resizer.h"
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using namespace Gwen;
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using namespace Gwen::ControlsInternal;
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GWEN_CONTROL_CONSTRUCTOR( Resizer )
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{
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m_iResizeDir = Pos::Left;
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SetMouseInputEnabled( true );
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SetSize( 6, 6 );
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}
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void Resizer::OnMouseMoved( int x, int y, int /*deltaX*/, int /*deltaY*/ )
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{
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if ( !m_pTarget ) return;
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if ( !m_bDepressed ) return;
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Gwen::Rect oldBounds = m_pTarget->GetBounds();
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Gwen::Rect pBounds = m_pTarget->GetBounds();
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Gwen::Point pntMin = m_pTarget->GetMinimumSize();
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Gwen::Point pCursorPos = m_pTarget->CanvasPosToLocal( Gwen::Point( x, y ) );
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Gwen::Point pDelta = m_pTarget->LocalPosToCanvas( m_HoldPos );
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pDelta.x -= x;
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pDelta.y -= y;
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if ( m_iResizeDir & Pos::Left )
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{
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pBounds.x -= pDelta.x;
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pBounds.w += pDelta.x;
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// Conform to minimum size here so we don't
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// go all weird when we snap it in the base conrt
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if ( pBounds.w < pntMin.x )
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{
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int diff = pntMin.x - pBounds.w;
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pBounds.w += diff;
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pBounds.x -= diff;
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}
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}
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if ( m_iResizeDir & Pos::Top )
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{
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pBounds.y -= pDelta.y;
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pBounds.h += pDelta.y;
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// Conform to minimum size here so we don't
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// go all weird when we snap it in the base conrt
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if ( pBounds.h < pntMin.y )
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{
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int diff = pntMin.y - pBounds.h;
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pBounds.h += diff;
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pBounds.y -= diff;
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}
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}
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if ( m_iResizeDir & Pos::Right )
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{
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// This is complicated.
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// Basically we want to use the HoldPos, so it doesn't snap to the edge of the control
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// But we need to move the HoldPos with the window movement. Yikes.
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// I actually think this might be a big hack around the way this control works with regards
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// to the holdpos being on the parent panel.
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int woff = pBounds.w - m_HoldPos.x;
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int diff = pBounds.w;
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pBounds.w = pCursorPos.x + woff;
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if ( pBounds.w < pntMin.x ) pBounds.w = pntMin.x;
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diff -= pBounds.w;
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m_HoldPos.x -= diff;
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}
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if ( m_iResizeDir & Pos::Bottom )
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{
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int hoff = pBounds.h - m_HoldPos.y;
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int diff = pBounds.h;
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pBounds.h = pCursorPos.y + hoff;
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if ( pBounds.h < pntMin.y ) pBounds.h = pntMin.y;
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diff -= pBounds.h;
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m_HoldPos.y -= diff;
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}
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m_pTarget->SetBounds( pBounds );
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onResize.Call( this );
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}
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void Resizer::SetResizeDir( int dir )
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{
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m_iResizeDir = dir;
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if ( (dir & Pos::Left && dir & Pos::Top) || (dir & Pos::Right && dir & Pos::Bottom) )
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return SetCursor( Gwen::CursorType::SizeNWSE );
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if ( (dir & Pos::Right && dir & Pos::Top) || (dir & Pos::Left && dir & Pos::Bottom) )
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return SetCursor( Gwen::CursorType::SizeNESW );
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if ( dir & Pos::Right || dir & Pos::Left )
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return SetCursor( Gwen::CursorType::SizeWE );
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if ( dir & Pos::Top || dir & Pos::Bottom )
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return SetCursor( Gwen::CursorType::SizeNS );
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} |