//------------------------------------------------------------------------------ // Copyright (c) 2001-2005 Haiku // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. // // File Name: ScrollBar.cpp // Author: Marc Flerackers (mflerackers@androme.be) // DarkWyrm (bpmagic@columbus.rr.com) // Description: Client-side class for scrolling // //------------------------------------------------------------------------------ #include #include #include #include #include #include #include //#define TEST_MODE typedef enum { ARROW_LEFT = 0, ARROW_RIGHT, ARROW_UP, ARROW_DOWN, ARROW_NONE } arrow_direction; #define SBC_SCROLLBYVALUE 0 #define SBC_SETDOUBLE 1 #define SBC_SETPROPORTIONAL 2 #define SBC_SETSTYLE 3 // Quick constants for determining which arrow is down and are defined with respect // to double arrow mode. ARROW1 and ARROW4 refer to the outer pair of arrows and // ARROW2 and ARROW3 refer to the inner ones. ARROW1 points left/up and ARROW4 // points right/down. #define ARROW1 0 #define ARROW2 1 #define ARROW3 2 #define ARROW4 3 #define THUMB 4 #define NOARROW -1 // Because the R5 version kept a lot of data on server-side, we need to kludge our way // into binary compatibility class BScrollBar::Private { public: Private(BScrollBar* scrollBar) : fScrollBar(scrollBar), fEnabled(true), fRepeaterThread(-1), fExitRepeater(false), fThumbFrame(0.0, 0.0, -1.0, -1.0), fDoRepeat(false), fClickOffset(0.0, 0.0), fThumbInc(0.0), fStopValue(0.0), fUpArrowsEnabled(true), fDownArrowsEnabled(true), fButtonDown(NOARROW) { #ifdef TEST_MODE fScrollBarInfo.proportional = true; fScrollBarInfo.double_arrows = true; fScrollBarInfo.knob = 0; fScrollBarInfo.min_knob_size = 15; #else get_scroll_bar_info(&fScrollBarInfo); #endif } ~Private() { if (fRepeaterThread >= 0) { status_t dummy; fExitRepeater = true; wait_for_thread(fRepeaterThread, &dummy); } } void DrawScrollBarButton(BScrollBar *owner, arrow_direction direction, BRect frame, bool down = false); static int32 button_repeater_thread(void* data); int32 ButtonRepeaterThread(); BScrollBar* fScrollBar; bool fEnabled; // TODO: This should be a static, initialized by // _init_interface_kit() at application startup-time, // like BMenu::sMenuInfo scroll_bar_info fScrollBarInfo; thread_id fRepeaterThread; volatile bool fExitRepeater; BRect fThumbFrame; volatile bool fDoRepeat; BPoint fClickOffset; float fThumbInc; float fStopValue; bool fUpArrowsEnabled; bool fDownArrowsEnabled; int8 fButtonDown; }; // This thread is spawned when a button is initially pushed and repeatedly scrolls // the scrollbar by a little bit after a short delay int32 BScrollBar::Private::button_repeater_thread(void *data) { BScrollBar::Private* privateData = (BScrollBar::Private*)data; return privateData->ButtonRepeaterThread(); } int32 BScrollBar::Private::ButtonRepeaterThread() { // wait a bit before auto scrolling starts snooze(500000); // repeat loop while (!fExitRepeater) { if (fScrollBar->LockLooper()) { if (fDoRepeat) { float value = fScrollBar->Value() + fThumbInc; if (fButtonDown == NOARROW) { // in this case we want to stop when we're under the mouse if (fThumbInc > 0.0 && value <= fStopValue) fScrollBar->SetValue(value); if (fThumbInc < 0.0 && value >= fStopValue) fScrollBar->SetValue(value); } else { fScrollBar->SetValue(value); } } fScrollBar->UnlockLooper(); } snooze(25000); } // tell scrollbar we're gone if (fScrollBar->LockLooper()) { fRepeaterThread = -1; fScrollBar->UnlockLooper(); } return 0; } BScrollBar::BScrollBar(BRect frame, const char* name, BView *target, float min, float max, orientation direction) : BView(frame, name, B_FOLLOW_NONE, B_WILL_DRAW | B_FULL_UPDATE_ON_RESIZE), fMin(min), fMax(max), fSmallStep(1), fLargeStep(10), fValue(0), fProportion(0.0), fTarget(NULL), fOrientation(direction), fTargetName(NULL) { SetViewColor(ui_color(B_PANEL_BACKGROUND_COLOR)); fPrivateData = new BScrollBar::Private(this); SetTarget(target); _UpdateThumbFrame(); _UpdateArrowButtons(); SetResizingMode((direction == B_VERTICAL) ? B_FOLLOW_TOP_BOTTOM | B_FOLLOW_RIGHT : B_FOLLOW_LEFT_RIGHT | B_FOLLOW_BOTTOM ); } BScrollBar::BScrollBar(BMessage *data) : BView(data) { } BScrollBar::~BScrollBar() { delete fPrivateData; free(fTargetName); // TODO: Disconnect from target } BArchivable * BScrollBar::Instantiate(BMessage *data) { // TODO: Implement return NULL; } status_t BScrollBar::Archive(BMessage *data, bool deep) const { BView::Archive(data,deep); data->AddFloat("_range",fMin); data->AddFloat("_range",fMax); data->AddFloat("_steps",fSmallStep); data->AddFloat("_steps",fLargeStep); data->AddFloat("_val",fValue); data->AddInt32("_orient",(int32)fOrientation); data->AddInt32("_prop",fProportion); return B_OK; } void BScrollBar::AttachedToWindow() { // R5's SB contacts the server if fValue!=0. I *think* we don't need to do anything here... } void BScrollBar::SetValue(float value) { if (value > fMax) value = fMax; if (value < fMin) value = fMin; if (fValue != value) { fValue = value; ValueChanged(fValue); } } // Value float BScrollBar::Value() const { return fValue; } // SetProportion void BScrollBar::SetProportion(float value) { if (value < 0.0) value = 0.0; if (value > 1.0) value = 1.0; if (value != fProportion) { fProportion = value; _UpdateThumbFrame(); } } float BScrollBar::Proportion() const { return fProportion; } void BScrollBar::ValueChanged(float newValue) { /* From the BeBook: Responds to a notification that the value of the scroll bar has changed to newValue. For a horizontal scroll bar, this function interprets newValue as the coordinate value that should be at the left side of the target view's bounds rectangle. For a vertical scroll bar, it interprets newValue as the coordinate value that should be at the top of the rectangle. It calls ScrollTo() to scroll the target's contents into position, unless they have already been scrolled. ValueChanged() is called as the result both of user actions (B_VALUE_CHANGED messages received from the Application Server) and of programmatic ones. Programmatically, scrolling can be initiated by the target view (calling ScrollTo()) or by the BScrollBar (calling SetValue() or SetRange()). In all these cases, the target view and the scroll bars need to be kept in synch. This is done by a chain of function calls: ValueChanged() calls ScrollTo(), which in turn calls SetValue(), which then calls ValueChanged() again. It's up to ValueChanged() to get off this merry-go-round, which it does by checking the target view's bounds rectangle. If newValue already matches the left or top side of the bounds rectangle, if forgoes calling ScrollTo(). ValueChanged() does nothing if a target BView hasn't been set—or if the target has been set by name, but the name doesn't correspond to an actual BView within the scroll bar's window. */ if (fTarget) { // cache target bounds BRect targetBounds = fTarget->Bounds(); // if vertical, check bounds top and scroll if different from newValue if (fOrientation == B_VERTICAL && targetBounds.top != newValue) { fTarget->ScrollTo(targetBounds.left, newValue); } // if horizontal, check bounds left and scroll if different from newValue if (fOrientation == B_HORIZONTAL && targetBounds.left != newValue) { fTarget->ScrollTo(newValue, targetBounds.top); } } _UpdateThumbFrame(); _UpdateArrowButtons(); } void BScrollBar::SetRange(float min, float max) { fMin = min; fMax = max; if (fValue > fMax) fValue = fMax; else if (fValue < fMin) fValue = fMin; Invalidate(); // Just a sort-of hack for now. ValueChanged is called, but with // what value?? ValueChanged(fValue); } void BScrollBar::GetRange(float *min, float *max) const { if (min != NULL) *min = fMin; if (max != NULL) *max = fMax; } void BScrollBar::SetSteps(float smallStep, float largeStep) { // Under R5, steps can be set only after being attached to a window, probably because // the data is kept server-side. We'll just remove that limitation... :P // The BeBook also says that we need to specify an integer value even though the step // values are floats. For the moment, we'll just make sure that they are integers fSmallStep = (int32)smallStep; fLargeStep = (int32)largeStep; // TODO: test use of fractional values and make them work properly if they don't } void BScrollBar::GetSteps(float *smallStep, float *largeStep) const { if (smallStep != NULL) *smallStep = fSmallStep; if (largeStep) *largeStep = fLargeStep; } void BScrollBar::SetTarget(BView *target) { fTarget = target; free(fTargetName); if (fTarget) { fTargetName = strdup(target->Name()); if (fOrientation == B_VERTICAL) fTarget->fVerScroller = this; else fTarget->fHorScroller = this; } else fTargetName = NULL; } void BScrollBar::SetTarget(const char *targetName) { if (!targetName) return; if (!Window()) debugger("Method requires window and doesn't have one"); BView *target = Window()->FindView(targetName); if (target) SetTarget(target); } BView * BScrollBar::Target() const { return fTarget; } orientation BScrollBar::Orientation() const { return fOrientation; } void BScrollBar::MessageReceived(BMessage *msg) { switch(msg->what) { case B_VALUE_CHANGED: { int32 value; if (msg->FindInt32("value", &value) == B_OK) ValueChanged(value); break; } default: BView::MessageReceived(msg); break; } } void BScrollBar::MouseDown(BPoint where) { if (!fPrivateData->fEnabled || fMin == fMax) return; SetMouseEventMask(B_POINTER_EVENTS, B_LOCK_WINDOW_FOCUS); // hit test for the thumb if (fPrivateData->fThumbFrame.Contains(where)) { fPrivateData->fButtonDown = THUMB; fPrivateData->fClickOffset = fPrivateData->fThumbFrame.LeftTop() - where; // Invalidate(fPrivateData->fThumbFrame); return; } // hit test for arrows or empty area float scrollValue = 0.0; fPrivateData->fButtonDown = _ButtonFor(where); switch (fPrivateData->fButtonDown) { case ARROW1: scrollValue = -fSmallStep; break; case ARROW2: scrollValue = fSmallStep; break; case ARROW3: scrollValue = -fSmallStep; break; case ARROW4: scrollValue = fSmallStep; break; case NOARROW: // we hit the empty area, figure out which side of the thumb if (fOrientation == B_VERTICAL) { if (where.y < fPrivateData->fThumbFrame.top) scrollValue = -fLargeStep; else scrollValue = fLargeStep; } else { if (where.x < fPrivateData->fThumbFrame.left) scrollValue = -fLargeStep; else scrollValue = fLargeStep; } _UpdateTargetValue(where); break; } if (scrollValue != 0.0) { SetValue(fValue + scrollValue); Invalidate(_ButtonRectFor(fPrivateData->fButtonDown)); // launch the repeat thread if (fPrivateData->fRepeaterThread == -1) { fPrivateData->fExitRepeater = false; fPrivateData->fThumbInc = scrollValue; fPrivateData->fDoRepeat = true; fPrivateData->fRepeaterThread = spawn_thread(fPrivateData->button_repeater_thread, "scroll repeater", B_NORMAL_PRIORITY, fPrivateData); resume_thread(fPrivateData->fRepeaterThread); } } } // MouseUp void BScrollBar::MouseUp(BPoint pt) { fPrivateData->fButtonDown = NOARROW; fPrivateData->fExitRepeater = true; fPrivateData->fDoRepeat = false; Invalidate(); } // MouseMoved void BScrollBar::MouseMoved(BPoint where, uint32 transit, const BMessage* message) { if (!fPrivateData->fEnabled || fMin == fMax) return; if (fPrivateData->fButtonDown != NOARROW) { if (fPrivateData->fButtonDown == THUMB) { SetValue(_ValueFor(where + fPrivateData->fClickOffset)); } else { // suspend the repeating if the mouse is not over the button bool repeat = _ButtonRectFor(fPrivateData->fButtonDown).Contains(where); if (fPrivateData->fDoRepeat != repeat) { fPrivateData->fDoRepeat = repeat; Invalidate(_ButtonRectFor(fPrivateData->fButtonDown)); } } } else { // update the value at which we want to stop repeating if (fPrivateData->fDoRepeat) { _UpdateTargetValue(where); // we might have to turn arround if ((fValue < fPrivateData->fStopValue && fPrivateData->fThumbInc < 0) || (fValue > fPrivateData->fStopValue && fPrivateData->fThumbInc > 0)) fPrivateData->fThumbInc = -fPrivateData->fThumbInc; } } } // DetachedFromWindow void BScrollBar::DetachedFromWindow() { fTarget = NULL; free(fTargetName); fTargetName = NULL; } // Draw void BScrollBar::Draw(BRect updateRect) { BRect bounds = Bounds(); rgb_color normal = ui_color(B_PANEL_BACKGROUND_COLOR); // stroke a dark frame arround the entire scrollbar (independent of enabled state) SetHighColor(tint_color(normal, B_DARKEN_2_TINT)); StrokeRect(bounds); bounds.InsetBy(1.0, 1.0); rgb_color light, light1, dark, dark1, dark2; if (fPrivateData->fEnabled) { light = tint_color(normal, B_LIGHTEN_MAX_TINT); light1 = tint_color(normal, B_LIGHTEN_1_TINT); dark = tint_color(normal, B_DARKEN_3_TINT); dark1 = tint_color(normal, B_DARKEN_1_TINT); dark2 = tint_color(normal, B_DARKEN_2_TINT); } else { light = tint_color(normal, B_LIGHTEN_1_TINT); light1 = normal; dark = tint_color(normal, B_DARKEN_2_TINT); dark1 = normal; dark2 = tint_color(normal, B_DARKEN_1_TINT); } SetDrawingMode(B_OP_OVER); BRect thumbBG = bounds; // Draw arrows if (fOrientation == B_HORIZONTAL) { BRect buttonFrame(bounds.left, bounds.top, bounds.left + bounds.Height(), bounds.bottom); _DrawArrowButton(ARROW_LEFT, buttonFrame, fPrivateData->fButtonDown == ARROW1); if (_DoubleArrows()) { buttonFrame.OffsetBy(bounds.Height() + 1, 0.0); _DrawArrowButton(ARROW_RIGHT, buttonFrame, fPrivateData->fButtonDown == ARROW2); buttonFrame.OffsetTo(bounds.right - ((bounds.Height() * 2) + 1), bounds.top); _DrawArrowButton(ARROW_LEFT, buttonFrame, fPrivateData->fButtonDown == ARROW3); thumbBG.left += bounds.Height() * 2 + 2; thumbBG.right -= bounds.Height() * 2 + 2; } else { thumbBG.left += bounds.Height() + 1; thumbBG.right -= bounds.Height() + 1; } buttonFrame.OffsetTo(bounds.right - bounds.Height(), bounds.top); _DrawArrowButton(ARROW_RIGHT, buttonFrame, fPrivateData->fButtonDown == ARROW4); } else { BRect buttonFrame(bounds.left, bounds.top, bounds.right, bounds.top + bounds.Width()); _DrawArrowButton(ARROW_UP, buttonFrame, fPrivateData->fButtonDown == ARROW1); if (_DoubleArrows()) { buttonFrame.OffsetBy(0.0, bounds.Width() + 1); _DrawArrowButton(ARROW_DOWN, buttonFrame, fPrivateData->fButtonDown == ARROW2); buttonFrame.OffsetTo(bounds.left, bounds.bottom - ((bounds.Width() * 2) + 1)); _DrawArrowButton(ARROW_UP, buttonFrame, fPrivateData->fButtonDown == ARROW3); thumbBG.top += bounds.Width() * 2 + 2; thumbBG.bottom -= bounds.Width() * 2 + 2; } else { thumbBG.top += bounds.Width() + 1; thumbBG.bottom -= bounds.Width() + 1; } buttonFrame.OffsetTo(bounds.left, bounds.bottom - bounds.Width()); _DrawArrowButton(ARROW_DOWN, buttonFrame, fPrivateData->fButtonDown == ARROW4); } SetDrawingMode(B_OP_COPY); // background for thumb area // frame BeginLineArray(4); if (fOrientation == B_HORIZONTAL) { AddLine(BPoint(thumbBG.left, thumbBG.bottom), BPoint(thumbBG.left, thumbBG.top), dark); AddLine(BPoint(thumbBG.left + 1, thumbBG.top), BPoint(thumbBG.right - 1, thumbBG.top), dark2); AddLine(BPoint(thumbBG.right, thumbBG.top), BPoint(thumbBG.right, thumbBG.bottom), dark); AddLine(BPoint(thumbBG.right - 1, thumbBG.bottom), BPoint(thumbBG.left + 1, thumbBG.bottom), normal); } else { AddLine(BPoint(thumbBG.left, thumbBG.bottom - 1), BPoint(thumbBG.left, thumbBG.top - 1), dark2); AddLine(BPoint(thumbBG.left, thumbBG.top), BPoint(thumbBG.right, thumbBG.top), dark); AddLine(BPoint(thumbBG.right, thumbBG.top + 1), BPoint(thumbBG.right, thumbBG.bottom - 1), normal); AddLine(BPoint(thumbBG.right, thumbBG.bottom), BPoint(thumbBG.left, thumbBG.bottom), dark); } EndLineArray(); thumbBG.InsetBy(1.0, 1.0); SetHighColor(dark1); // Draw scroll thumb if (fPrivateData->fEnabled) { // fill and additional dark lines BRect rect(fPrivateData->fThumbFrame); if (fOrientation == B_HORIZONTAL) { BRect leftOfThumb(thumbBG.left, thumbBG.top, rect.left - 1, thumbBG.bottom); if (leftOfThumb.IsValid()) FillRect(leftOfThumb); BRect rightOfThumb(rect.right + 1, thumbBG.top, thumbBG.right, thumbBG.bottom); if (rightOfThumb.IsValid()) FillRect(rightOfThumb); if (rect.left > thumbBG.left) { // dark line before thumb SetHighColor(dark); StrokeLine(BPoint(rect.left - 1, rect.top), BPoint(rect.left - 1, rect.bottom)); /* if (rect.left > thumbBG.left + 1) { // shadow line behind left arrows SetHighColor(dark2); StrokeLine(BPoint(thumbBG.left + 1, thumbBG.top), BPoint(thumbBG.left + 1, thumbBG.bottom)); }*/ } if (rect.right < thumbBG.right) { // dark line behind thumb SetHighColor(dark); StrokeLine(BPoint(rect.right + 1, rect.top), BPoint(rect.right + 1, rect.bottom)); /* if (rect.right < thumbBG.right - 1) { // shadow line behind thumb SetHighColor(dark2); StrokeLine(BPoint(rect.right + 2, rect.top), BPoint(rect.right + 2, rect.bottom)); }*/ } } else { BRect topOfThumb(thumbBG.left, thumbBG.top, thumbBG.right, rect.top - 1); if (topOfThumb.IsValid()) FillRect(topOfThumb); BRect bottomOfThumb(thumbBG.left, rect.bottom + 1, thumbBG.right, thumbBG.bottom); if (bottomOfThumb.IsValid()) FillRect(bottomOfThumb); // dark lines before and after thumb SetHighColor(dark); if (rect.top > thumbBG.top) StrokeLine(BPoint(rect.left, rect.top - 1), BPoint(rect.right, rect.top - 1)); if (rect.bottom < thumbBG.bottom) StrokeLine(BPoint(rect.left, rect.bottom + 1), BPoint(rect.right, rect.bottom + 1)); } BeginLineArray(4); AddLine(BPoint(rect.left, rect.bottom), BPoint(rect.left, rect.top), light); AddLine(BPoint(rect.left + 1, rect.top), BPoint(rect.right, rect.top), light); AddLine(BPoint(rect.right, rect.top + 1), BPoint(rect.right, rect.bottom), dark1); AddLine(BPoint(rect.right - 1, rect.bottom), BPoint(rect.left + 1, rect.bottom), dark1); EndLineArray(); // fill rect.InsetBy(1.0, 1.0); /*if (fPrivateData->fButtonDown == THUMB) SetHighColor(tint_color(normal, B_DARKEN_1_TINT)); else*/ SetHighColor(normal); FillRect(rect); // TODO: Add the other thumb styles - dots and lines } else { FillRect(thumbBG); } } void BScrollBar::FrameMoved(BPoint new_position) { } void BScrollBar::FrameResized(float new_width, float new_height) { _UpdateThumbFrame(); Invalidate(); } BHandler * BScrollBar::ResolveSpecifier(BMessage *msg,int32 index, BMessage *specifier,int32 form,const char *property) { // TODO: Implement return NULL; } void BScrollBar::ResizeToPreferred() { // TODO: Implement } void BScrollBar::GetPreferredSize(float *width, float *height) { if (fOrientation == B_VERTICAL) *width = B_V_SCROLL_BAR_WIDTH; else if (fOrientation == B_HORIZONTAL) *height = B_H_SCROLL_BAR_HEIGHT; } void BScrollBar::MakeFocus(bool state) { // TODO: ?!? Really? if (fTarget) fTarget->MakeFocus(state); } void BScrollBar::AllAttached() { } void BScrollBar::AllDetached() { } status_t BScrollBar::GetSupportedSuites(BMessage *data) { return B_ERROR; } status_t BScrollBar::Perform(perform_code d, void *arg) { return BView::Perform(d, arg); } void BScrollBar::_ReservedScrollBar1() {} void BScrollBar::_ReservedScrollBar2() {} void BScrollBar::_ReservedScrollBar3() {} void BScrollBar::_ReservedScrollBar4() {} BScrollBar & BScrollBar::operator=(const BScrollBar &) { return *this; } // _DoubleArrows bool BScrollBar::_DoubleArrows() const { if (!fPrivateData->fScrollBarInfo.double_arrows) return false; // if there is not enough room, switch to single arrows even though // double arrows is specified if (fOrientation == B_HORIZONTAL) return Bounds().Width() > (Bounds().Height() + 1) * 4 + fPrivateData->fScrollBarInfo.min_knob_size * 2; else return Bounds().Height() > (Bounds().Width() + 1) * 4 + fPrivateData->fScrollBarInfo.min_knob_size * 2; } // _UpdateThumbFrame void BScrollBar::_UpdateThumbFrame() { BRect bounds = Bounds(); bounds.InsetBy(1.0, 1.0); BRect oldFrame = fPrivateData->fThumbFrame; fPrivateData->fThumbFrame = bounds; float minSize = fPrivateData->fScrollBarInfo.min_knob_size; float maxSize; float buttonSize; // assume square buttons if (fOrientation == B_VERTICAL) { maxSize = bounds.Height(); buttonSize = bounds.Width() + 1.0; } else { maxSize = bounds.Width(); buttonSize = bounds.Height() + 1.0; } if (_DoubleArrows()) { // subtract the size of four buttons maxSize -= buttonSize * 4; } else { // subtract the size of two buttons maxSize -= buttonSize * 2; } float thumbSize = minSize; if (fPrivateData->fScrollBarInfo.proportional) thumbSize += (maxSize - minSize) * fProportion; // the thumb can be scrolled within the remaining area "maxSize - thumbSize" float offset = floorf(((fValue - fMin) / (fMax - fMin + 1.0)) * (maxSize - thumbSize) + 0.5); if (_DoubleArrows()) { offset += buttonSize * 2; } else { offset += buttonSize; } if (fOrientation == B_VERTICAL) { fPrivateData->fThumbFrame.bottom = fPrivateData->fThumbFrame.top + thumbSize; fPrivateData->fThumbFrame.OffsetBy(0.0, offset); } else { fPrivateData->fThumbFrame.right = fPrivateData->fThumbFrame.left + thumbSize; fPrivateData->fThumbFrame.OffsetBy(offset, 0.0); } if (Window()) { BRect invalid = oldFrame.IsValid() ? oldFrame | fPrivateData->fThumbFrame : fPrivateData->fThumbFrame; // account for those two dark lines if (fOrientation == B_HORIZONTAL) invalid.InsetBy(-1.0, 0.0); else invalid.InsetBy(0.0, -1.0); Invalidate(invalid); } } // _ValueFor float BScrollBar::_ValueFor(BPoint where) const { BRect bounds = Bounds(); bounds.InsetBy(1.0, 1.0); float offset; float thumbSize; float maxSize; float buttonSize; if (fOrientation == B_VERTICAL) { offset = where.y; thumbSize = fPrivateData->fThumbFrame.Height(); maxSize = bounds.Height(); buttonSize = bounds.Width() + 1.0; } else { offset = where.x; thumbSize = fPrivateData->fThumbFrame.Width(); maxSize = bounds.Width(); buttonSize = bounds.Height() + 1.0; } if (_DoubleArrows()) { // subtract the size of four buttons maxSize -= buttonSize * 4; // convert point to inside of area between buttons offset -= buttonSize * 2; } else { // subtract the size of two buttons maxSize -= buttonSize * 2; // convert point to inside of area between buttons offset -= buttonSize; } float value = fMin + (offset / (maxSize - thumbSize) * (fMax - fMin + 1.0)); if (value >= 0.0) return floorf(value + 0.5); else return ceilf(value - 0.5); } // _ButtonFor int32 BScrollBar::_ButtonFor(BPoint where) const { BRect bounds = Bounds(); bounds.InsetBy(1.0, 1.0); float buttonSize; if (fOrientation == B_VERTICAL) { buttonSize = bounds.Width() + 1.0; } else { buttonSize = bounds.Height() + 1.0; } BRect rect(bounds.left, bounds.top, bounds.left + buttonSize - 1.0, bounds.top + buttonSize - 1.0); if (fOrientation == B_VERTICAL) { if (rect.Contains(where)) return ARROW1; if (_DoubleArrows()) { rect.OffsetBy(0.0, buttonSize); if (rect.Contains(where)) return ARROW2; rect.OffsetTo(bounds.left, bounds.bottom - 2 * buttonSize); if (rect.Contains(where)) return ARROW3; } rect.OffsetTo(bounds.left, bounds.bottom - buttonSize); if (rect.Contains(where)) return ARROW4; } else { if (rect.Contains(where)) return ARROW1; if (_DoubleArrows()) { rect.OffsetBy(buttonSize, 0.0); if (rect.Contains(where)) return ARROW2; rect.OffsetTo(bounds.right - 2 * buttonSize, bounds.top); if (rect.Contains(where)) return ARROW3; } rect.OffsetTo(bounds.right - buttonSize, bounds.top); if (rect.Contains(where)) return ARROW4; } return NOARROW; } // _ButtonRectFor BRect BScrollBar::_ButtonRectFor(int32 button) const { BRect bounds = Bounds(); bounds.InsetBy(1.0, 1.0); float buttonSize; if (fOrientation == B_VERTICAL) { buttonSize = bounds.Width() + 1.0; } else { buttonSize = bounds.Height() + 1.0; } BRect rect(bounds.left, bounds.top, bounds.left + buttonSize - 1.0, bounds.top + buttonSize - 1.0); if (fOrientation == B_VERTICAL) { switch (button) { case ARROW1: break; case ARROW2: rect.OffsetBy(0.0, buttonSize); break; case ARROW3: rect.OffsetTo(bounds.left, bounds.bottom - 2 * buttonSize); break; case ARROW4: rect.OffsetTo(bounds.left, bounds.bottom - buttonSize); break; } } else { switch (button) { case ARROW1: break; case ARROW2: rect.OffsetBy(buttonSize, 0.0); break; case ARROW3: rect.OffsetTo(bounds.right - 2 * buttonSize, bounds.top); break; case ARROW4: rect.OffsetTo(bounds.right - buttonSize, bounds.top); break; } } return rect; } // _UpdateTargetValue void BScrollBar::_UpdateTargetValue(BPoint where) { if (fOrientation == B_VERTICAL) fPrivateData->fStopValue = _ValueFor(BPoint(where.x, where.y - fPrivateData->fThumbFrame.Height() / 2.0)); else fPrivateData->fStopValue = _ValueFor(BPoint(where.x - fPrivateData->fThumbFrame.Width() / 2.0, where.y)); } // _UpdateArrowButtons void BScrollBar::_UpdateArrowButtons() { bool upEnabled = fValue > fMin; if (fPrivateData->fUpArrowsEnabled != upEnabled) { fPrivateData->fUpArrowsEnabled = upEnabled; Invalidate(_ButtonRectFor(ARROW1)); if (_DoubleArrows()) Invalidate(_ButtonRectFor(ARROW3)); } bool downEnabled = fValue < fMax; if (fPrivateData->fDownArrowsEnabled != downEnabled) { fPrivateData->fDownArrowsEnabled = downEnabled; Invalidate(_ButtonRectFor(ARROW4)); if (_DoubleArrows()) Invalidate(_ButtonRectFor(ARROW2)); } } // control_scrollbar status_t control_scrollbar(scroll_bar_info *info, BScrollBar *bar) { if (!bar || !info) return B_BAD_VALUE; if (bar->fPrivateData->fScrollBarInfo.double_arrows != info->double_arrows) { bar->fPrivateData->fScrollBarInfo.double_arrows = info->double_arrows; int8 multiplier = (info->double_arrows) ? 1 : -1; if (bar->fOrientation == B_VERTICAL) bar->fPrivateData->fThumbFrame.OffsetBy(0, multiplier * B_H_SCROLL_BAR_HEIGHT); else bar->fPrivateData->fThumbFrame.OffsetBy(multiplier * B_V_SCROLL_BAR_WIDTH, 0); } bar->fPrivateData->fScrollBarInfo.proportional = info->proportional; // TODO: Figure out how proportional relates to the size of the thumb // TODO: Add redraw code to reflect the changes if (info->knob >= 0 && info->knob <= 2) bar->fPrivateData->fScrollBarInfo.knob = info->knob; else return B_BAD_VALUE; if (info->min_knob_size >= SCROLL_BAR_MINIMUM_KNOB_SIZE && info->min_knob_size <= SCROLL_BAR_MAXIMUM_KNOB_SIZE) bar->fPrivateData->fScrollBarInfo.min_knob_size = info->min_knob_size; else return B_BAD_VALUE; return B_OK; } void BScrollBar::_DrawArrowButton(int32 direction, BRect r, bool down) { // Another hack for code size rgb_color c = ui_color(B_PANEL_BACKGROUND_COLOR); rgb_color light, dark, normal,arrow,arrow2; if (down && fPrivateData->fDoRepeat) { light = tint_color(c, (B_DARKEN_1_TINT + B_DARKEN_2_TINT) / 2.0); arrow2 = dark = tint_color(c, B_LIGHTEN_MAX_TINT); normal = tint_color(c, B_DARKEN_1_TINT); arrow = tint_color(c, B_DARKEN_MAX_TINT); } else { bool use_enabled_colors = fPrivateData->fEnabled; // Add a usability perk - disable buttons if they would not do anything - // like a left arrow if the value==fMin // NOTE: disabled because of too much visual noise/distraction /* if ((direction == ARROW_LEFT || direction == ARROW_UP) && (fValue == fMin) ) use_enabled_colors = false; else if ((direction == ARROW_RIGHT || direction == ARROW_DOWN) && (fValue == fMax) ) use_enabled_colors = false;*/ if (use_enabled_colors) { arrow2 = light = tint_color(c, B_LIGHTEN_MAX_TINT); dark = tint_color(c, (B_DARKEN_1_TINT + B_DARKEN_2_TINT) / 2.0); normal = c; arrow = tint_color(c, (B_DARKEN_MAX_TINT + B_DARKEN_4_TINT) / 2.0); } else { arrow2 = light = tint_color(c, B_LIGHTEN_1_TINT); dark = tint_color(c, B_DARKEN_1_TINT); normal = c; arrow = tint_color(c, B_DARKEN_1_TINT); } } BPoint tri1, tri2, tri3; switch (direction) { case ARROW_LEFT: { tri1.Set(r.left + 3, (r.top + r.bottom) /2 ); tri2.Set(r.right - 3, r.top + 3); tri3.Set(r.right - 3, r.bottom - 3); break; } case ARROW_RIGHT: { tri1.Set(r.left + 3, r.bottom - 3); tri2.Set(r.left + 3, r.top + 3); tri3.Set(r.right-3, (r.top + r.bottom) / 2); break; } case ARROW_UP: { tri1.Set(r.left + 3, r.bottom - 3); tri2.Set((r.left + r.right) / 2, r.top + 3); tri3.Set(r.right - 3, r.bottom - 3); break; } default: { tri1.Set(r.left + 3, r.top + 3); tri2.Set(r.right - 3, r.top + 3); tri3.Set((r.left + r.right) / 2, r.bottom - 3); break; } } // offset triangle if down if (down && fPrivateData->fDoRepeat) { BPoint offset(1.0, 1.0); tri1 = tri1 + offset; tri2 = tri2 + offset; tri3 = tri3 + offset; } r.InsetBy(1, 1); SetHighColor(normal); FillRect(r); SetHighColor(arrow); FillTriangle(tri1, tri2, tri3); /* SetHighColor(dark); StrokeLine(tri2, tri3); StrokeLine(tri1, tri3); SetHighColor(arrow2); StrokeLine(tri1, tri2);*/ r.InsetBy(-1, -1); BeginLineArray(4); if (direction == ARROW_LEFT || direction == ARROW_RIGHT) { AddLine(BPoint(r.left, r.bottom), BPoint(r.left, r.top), light); AddLine(BPoint(r.left + 1, r.top), BPoint(r.right - 1, r.top), light); AddLine(BPoint(r.right, r.top), BPoint(r.right, r.bottom), dark); AddLine(BPoint(r.right - 1, r.bottom), BPoint(r.left + 1, r.bottom), dark); } else { AddLine(BPoint(r.left, r.bottom - 1), BPoint(r.left, r.top), light); AddLine(BPoint(r.left + 1, r.top), BPoint(r.right, r.top), light); AddLine(BPoint(r.right, r.top + 1), BPoint(r.right, r.bottom), dark); AddLine(BPoint(r.right - 1, r.bottom), BPoint(r.left, r.bottom), dark); } EndLineArray(); }