Make scroll bar prettier, and handle clicks outside of handle

This commit is contained in:
Emil Ernerfeldt 2020-04-22 23:25:32 +02:00
parent 61033a5fc1
commit a4db437413

View file

@ -40,8 +40,8 @@ impl ScrollArea {
.unwrap_or_default();
// content: size of contents (generally large)
// outer: size of scroll area including scroll bars
// inner: excluding scroll bars
// outer: size of scroll area including scroll bar(s)
// inner: excluding scroll bar(s). The area we clip the contents to.
let scroll_bar_width = 16.0;
@ -77,62 +77,57 @@ impl ScrollArea {
let show_scroll = content_size.y > inner_size.y;
if show_scroll {
let corner_radius = scroll_bar_width / 2.0;
let left = inner_rect.right();
let left = inner_rect.right() + 2.0;
let right = outer_rect.right();
let corner_radius = (right - left) / 2.0;
let top = inner_rect.top();
let bottom = inner_rect.bottom();
let outer_scroll_rect = Rect::from_min_max(
pos2(left, inner_rect.top()),
pos2(right, inner_rect.bottom()),
);
let scroll_handle_min_y = remap_clamp(
state.offset.y,
0.0,
content_size.y,
inner_rect.top(),
inner_rect.bottom(),
let from_content = |content_y| remap_clamp(content_y, 0.0, content_size.y, top, bottom);
let handle_rect = Rect::from_min_max(
pos2(left, from_content(state.offset.y)),
pos2(right, from_content(state.offset.y + inner_rect.height())),
);
let scroll_handle_max_y = remap_clamp(
state.offset.y + inner_rect.height(),
0.0,
content_size.y,
inner_rect.top(),
inner_rect.bottom(),
);
// intentionally use same id for inside and outside of handle
let interact_id = Some(scroll_area_id.with("vertical"));
let handle_interact = ctx.interact(outer_region.layer, handle_rect, interact_id);
let scroll_handle_rect = Rect::from_min_max(
pos2(left, scroll_handle_min_y),
pos2(right, scroll_handle_max_y),
);
let scroll_handle_id = scroll_area_id.with("v_scroll_handle");
let handle_interact = ctx.interact(
outer_region.layer,
scroll_handle_rect,
Some(scroll_handle_id),
);
if handle_interact.active {
// state.offset.y = remap_clamp(
// ctx.input.mouse_pos.y,
// inner_rect.top(),
// inner_rect.bottom(),
// 0.0,
// content_size.y,
// );
if let Some(mouse_pos) = ctx.input.mouse_pos {
if let Some(mouse_pos) = ctx.input.mouse_pos {
if handle_interact.active {
if inner_rect.top() <= mouse_pos.y && mouse_pos.y <= inner_rect.bottom() {
state.offset.y +=
ctx.input.mouse_move.y * content_size.y / inner_rect.height();
}
} else {
// Check for mouse down outside handle:
let scroll_bg_interact =
ctx.interact(outer_region.layer, outer_scroll_rect, interact_id);
if scroll_bg_interact.active {
// Center scroll at mouse pos:
let mpos_top = mouse_pos.y - handle_rect.height() / 2.0;
state.offset.y = remap(mpos_top, top, bottom, 0.0, content_size.y);
}
}
}
state.offset.y = state.offset.y.max(0.0);
state.offset.y = state.offset.y.min(content_size.y - inner_rect.height());
// Avoid frame-delay by calculating a new handle rect:
let handle_rect = Rect::from_min_max(
pos2(left, from_content(state.offset.y)),
pos2(right, from_content(state.offset.y + inner_rect.height())),
);
let style = outer_region.style();
// let background_fill_color = style.background_fill_color();
let handle_fill_color = style.interact_fill_color(&handle_interact);
let handle_outline = style.interact_outline(&handle_interact);
@ -144,7 +139,7 @@ impl ScrollArea {
});
outer_region.add_paint_cmd(PaintCmd::Rect {
rect: scroll_handle_rect,
rect: handle_rect.expand(-2.0),
corner_radius,
fill_color: handle_fill_color,
outline: handle_outline,