Add SliderFloat

This commit is contained in:
Henrik Rydgard
2013-07-20 13:54:09 +02:00
parent b059027359
commit d70ac3bba5
4 changed files with 76 additions and 1 deletions
+5 -1
View File
@@ -113,8 +113,12 @@ void ListPopupScreen::OnCompleted() {
callback_(adaptor_.GetSelected());
}
void SliderPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
slider_ = parent->Add(new Slider(value_, minValue_, maxValue_));
}
void SliderFloatPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
slider_ = parent->Add(new SliderFloat(value_, minValue_, maxValue_));
}
+12
View File
@@ -77,4 +77,16 @@ private:
int *value_;
int minValue_;
int maxValue_;
};
class SliderFloatPopupScreen : public PopupScreen {
public:
SliderFloatPopupScreen(float *value, float minValue, float maxValue, const std::string &title) : PopupScreen(title), value_(value), minValue_(minValue), maxValue_(maxValue) {}
void CreatePopupContents(UI::ViewGroup *parent);
private:
UI::SliderFloat *slider_;
float *value_;
float minValue_;
float maxValue_;
};
+44
View File
@@ -463,6 +463,50 @@ void Slider::GetContentDimensions(const UIContext &dc, float &w, float &h) const
h = 50;
}
void SliderFloat::Key(const KeyInput &input) {
if (HasFocus() && input.flags & KEY_DOWN) {
switch (input.keyCode) {
case KEYCODE_DPAD_LEFT:
case KEYCODE_MINUS:
case KEYCODE_NUMPAD_SUBTRACT:
*value_ -= 1;
break;
case KEYCODE_DPAD_RIGHT:
case KEYCODE_PLUS:
case KEYCODE_NUMPAD_ADD:
*value_ -= 1;
break;
}
Clamp();
}
}
void SliderFloat::Touch(const TouchInput &input) {
if (dragging_ || bounds_.Contains(input.x, input.y)) {
float relativeX = (input.x - bounds_.x) / bounds_.w;
*value_ = floorf(relativeX * (maxValue_ - minValue_) + minValue_ + 0.5f);
Clamp();
}
}
void SliderFloat::Clamp() {
if (*value_ < minValue_) *value_ = minValue_;
else if (*value_ > maxValue_) *value_ = maxValue_;
}
void SliderFloat::Draw(UIContext &dc) {
float knobX = ((float)(*value_) - minValue_) / (maxValue_ - minValue_) * bounds_.w + bounds_.x;
dc.FillRect(Drawable(0xFFFFFFFF), Bounds(bounds_.x, bounds_.centerY() - 2, knobX - bounds_.x, 4));
dc.FillRect(Drawable(0xFF808080), Bounds(knobX, bounds_.centerY() - 2, bounds_.x + bounds_.w - knobX, 4));
dc.Draw()->DrawImage(dc.theme->sliderKnob, knobX, bounds_.centerY(), 1.0f, 0xFFFFFFFF, ALIGN_CENTER);
}
void SliderFloat::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
// TODO
w = 100;
h = 50;
}
/*
TabStrip::TabStrip()
+15
View File
@@ -418,6 +418,21 @@ private:
int maxValue_;
};
class SliderFloat : public Clickable {
public:
SliderFloat(float *value, float minValue, float maxValue, LayoutParams *layoutParams = 0)
: Clickable(layoutParams), value_(value), minValue_(minValue), maxValue_(maxValue) {}
virtual void Draw(UIContext &dc);
virtual void Key(const KeyInput &input);
virtual void Touch(const TouchInput &input);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
private:
void Clamp();
float *value_;
float minValue_;
float maxValue_;
};
// Basic button that modifies a bitfield based on the pressed status. Supports multitouch.
// Suitable for controller simulation (ABXY etc).