add scrollbar, improve presets, other small fixes
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@@ -2,6 +2,7 @@
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#include "log.h"
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#include "node_scroll.h"
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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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@@ -25,6 +26,32 @@ void NodeScroll::fix_scroll()
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m_pos_offset_childred = m_offset;
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}
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void NodeScroll::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
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{
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Node::handle_resize(old_size, new_size);
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fix_scroll();
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}
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void NodeScroll::draw()
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{
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NodeBorder::draw();
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glm::vec4 rect = get_children_rect();
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if (rect.x == 0 || rect.w < m_size.y)
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return;
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float h = m_size.y / rect.w * m_size.y;
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float offset_percent = m_offset.y / (rect.w - m_size.y);
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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 * (m_size.y - h), 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, { .3, .3, .3, 1 });
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m_plane.draw_fill();
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}
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kEventResult NodeScroll::handle_event(Event* e)
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{
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NodeBorder::handle_event(e);
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@@ -37,12 +64,14 @@ kEventResult NodeScroll::handle_event(Event* e)
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m_dragging = true;
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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_size.x - YGNodeLayoutGetPadding(y_node, YGEdgeRight) + 5) ? -1 : 1;
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mouse_capture();
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break;
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case kEventType::MouseMove:
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if (m_dragging)
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{
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m_offset = m_offset_start + (me->m_pos - m_drag_start) * m_mask;
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m_offset = m_offset_start + (me->m_pos - m_drag_start) * m_mask * m_scroll_dir;
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fix_scroll();
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}
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break;
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