fix scroll node, improve animation panel
This commit is contained in:
@@ -4,14 +4,6 @@
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#include "event.h"
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#include "shader.h"
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NodeScroll::NodeScroll()
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{
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m_drag_start = glm::vec2(0);
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m_offset_start = glm::vec2(0);
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m_offset = glm::vec2(0);
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m_mask = glm::vec2(0, 1);
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}
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Node* NodeScroll::clone_instantiate() const
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{
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return new NodeScroll;
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@@ -22,8 +14,15 @@ void NodeScroll::fix_scroll()
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auto pad = GetPadding();
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glm::vec2 padoff = { pad.y + pad.w, pad.x + pad.z };
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auto rect = get_children_rect();
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m_offset = glm::clamp(m_offset, - zw(rect) + zw(m_clip_uncut) - padoff, { 0, 0 });
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m_pos_offset_childred = m_offset;
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if (rect.w > 0 && rect.z > 0)
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{
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m_offset = glm::clamp(m_offset, -zw(rect) + zw(m_clip_uncut) - padoff, { 0, 0 });
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m_pos_offset_childred = m_offset;
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}
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else
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{
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m_pos_offset_childred = m_offset = { 0, 0 };
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}
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}
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void NodeScroll::clone_copy(Node* dest) const
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@@ -31,6 +30,8 @@ void NodeScroll::clone_copy(Node* dest) const
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NodeBorder::clone_copy(dest);
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auto n = static_cast<NodeScroll*>(dest);
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n->m_scrollbar_color = m_scrollbar_color;
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n->m_mask = m_mask;
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n->m_direction = m_direction;
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}
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void NodeScroll::parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* attr)
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@@ -48,6 +49,18 @@ void NodeScroll::parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* a
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m_scrollbar_color = col;
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break;
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}
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case kAttribute::ScrollDir:
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if (strcmpi(attr->Value(), "vertical") == 0 || strcmpi(attr->Value(), "v") == 0)
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{
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m_direction = kScrollDirection::Vertical;
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m_mask = { 0, 1 };
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}
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else if (strcmpi(attr->Value(), "horizontal") == 0 || strcmpi(attr->Value(), "h") == 0)
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{
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m_direction = kScrollDirection::Horizontal;
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m_mask = { 1, 0 };
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}
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break;
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default:
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break;
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}
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@@ -57,13 +70,33 @@ void NodeScroll::on_tick(float dt)
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{
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auto pad = GetPadding();
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auto rect = get_children_rect();
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// fix scrollbar
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float sz = m_size.y - (pad[0] + pad[2]);
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float new_pad = rect.w == 0 || rect.w <= sz + 2 ? 5 : 35;
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if (pad[1] != new_pad)
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if (rect.w > 0 && rect.z > 0)
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{
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YGNodeStyleSetPadding(y_node, YGEdgeRight, new_pad);
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app_redraw();
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// fix scrollbar
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if (m_direction == kScrollDirection::Vertical)
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{
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float szv = m_size.y - (pad[0] + pad[2]);
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float new_padv = rect.w == 0 || rect.w <= szv + 2 ? 5 : 35;
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if (pad[1] != new_padv)
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{
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YGNodeStyleSetPadding(y_node, YGEdgeRight, new_padv);
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app_redraw();
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}
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}
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else
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{
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float szh = m_size.x - (pad[3] + pad[1]);
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float new_padh = rect.z == 0 || rect.z <= szh + 2 ? 5 : 35;
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if (pad[2] != new_padh)
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{
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YGNodeStyleSetPadding(y_node, YGEdgeBottom, new_padh);
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app_redraw();
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}
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}
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}
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else
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{
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SetPadding(0, 0, 0, 0);
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}
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}
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@@ -71,21 +104,42 @@ void NodeScroll::draw()
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{
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NodeBorder::draw();
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fix_scroll();
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glm::vec4 rect = get_children_rect();
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glm::vec4 pad = GetPadding();
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float sz = m_size.y - (pad[0] + pad[2]);
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float h = glm::max(30.f, sz / rect.w * sz);
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float offset_percent = m_offset.y / (rect.w - sz);
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float pr = YGNodeLayoutGetPadding(y_node, YGEdgeRight) - 5;
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
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* glm::translate(glm::vec3(m_pos.x + m_size.x - pr, m_pos.y - offset_percent * (sz - h) + pad[0], 0))
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* glm::scale(glm::vec3(pr, h, 1))
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* glm::translate(glm::vec3(.5, .5, 0))
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);
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ShaderManager::u_vec4(kShaderUniform::Col, m_scrollbar_color);
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m_plane.draw_fill();
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if (rect.w > 0 && rect.z > 0)
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{
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Color);
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if (m_direction == kScrollDirection::Vertical)
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{
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float sz = m_size.y - (pad[0] + pad[2]);
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float h = glm::max(30.f, sz / rect.w * sz);
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float offset_percent = m_offset.y / (rect.w - sz);
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float pr = YGNodeLayoutGetPadding(y_node, YGEdgeRight) - 5;
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
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* glm::translate(glm::vec3(m_pos.x + m_size.x - pr, m_pos.y - offset_percent * (sz - h) + pad[0], 0))
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* glm::scale(glm::vec3(pr, h, 1))
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* glm::translate(glm::vec3(.5, .5, 0))
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);
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}
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else
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{
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float sz = m_size.x - (pad[3] + pad[1]);
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float h = glm::max(30.f, sz / rect.z * sz);
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float offset_percent = m_offset.x / (rect.z - sz);
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float pr = YGNodeLayoutGetPadding(y_node, YGEdgeBottom) - 5;
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
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* glm::translate(glm::vec3(m_pos.x - offset_percent * (sz - h) + pad[3], m_pos.y + m_size.y - pr, 0))
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* glm::scale(glm::vec3(h, pr, 1))
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* glm::translate(glm::vec3(.5, .5, 0))
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);
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}
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ShaderManager::u_vec4(kShaderUniform::Col, m_scrollbar_color);
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m_plane.draw_fill();
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}
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}
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kEventResult NodeScroll::handle_event(Event* e)
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@@ -101,7 +155,10 @@ kEventResult NodeScroll::handle_event(Event* e)
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m_drag_start = me->m_pos;
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m_offset_start = m_offset;
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// if click on the scroll area use scrolling direction, otherwise natural
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m_scroll_dir = (me->m_pos.x - m_pos.x) > (m_size.x - YGNodeLayoutGetPadding(y_node, YGEdgeRight)) ? -1 : 1;
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if (m_direction == kScrollDirection::Vertical)
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m_drag_dir = (me->m_pos.x - m_pos.x) > (m_size.x - YGNodeLayoutGetPadding(y_node, YGEdgeRight)) ? -1 : 1;
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else
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m_drag_dir = (me->m_pos.y - m_pos.y) > (m_size.y - YGNodeLayoutGetPadding(y_node, YGEdgeBottom)) ? -1 : 1;
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mouse_capture();
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break;
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case kEventType::MouseMove:
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@@ -109,9 +166,20 @@ kEventResult NodeScroll::handle_event(Event* e)
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{
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glm::vec4 rect = get_children_rect();
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glm::vec4 pad = GetPadding();
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float speed = m_scroll_dir < 0 ? rect.w / (m_size.y - (pad[0] + pad[2])) : 1;
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m_offset = m_offset_start + (me->m_pos - m_drag_start) * m_mask * m_scroll_dir * speed;
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fix_scroll();
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if (rect.w > 0 && rect.z > 0)
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{
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if (m_direction == kScrollDirection::Vertical)
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{
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float speed = m_drag_dir < 0 ? rect.w / (m_size.y - (pad[0] + pad[2])) : 1;
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m_offset = m_offset_start + (me->m_pos - m_drag_start) * m_mask * m_drag_dir * speed;
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}
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else
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{
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float speed = m_drag_dir < 0 ? rect.z / (m_size.x - (pad[3] + pad[1])) : 1;
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m_offset = m_offset_start + (me->m_pos - m_drag_start) * m_mask * m_drag_dir * speed;
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}
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fix_scroll();
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}
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}
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break;
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case kEventType::MouseUpL:
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