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<?php |
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namespace eXpansion\Framework\Gui\Layouts; |
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use eXpansion\Framework\Gui\Components\AbstractUiElement; |
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use eXpansion\Framework\Gui\Components\Scrollbar; |
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use FML\Controls\Frame; |
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use FML\Controls\Quad; |
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use FML\Script\Features\ScriptFeature; |
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use FML\Script\Script; |
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use FML\Script\ScriptLabel; |
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use FML\Types\Renderable; |
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use FML\Types\ScriptFeatureable; |
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class LayoutScrollable extends AbstractUiElement implements Renderable, ScriptFeatureable |
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{ |
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protected $force = false; |
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protected $_X = 0; |
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protected $_Y = 0; |
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protected $offset = 0; |
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protected $scrollbarH = true; |
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protected $scrollbarV = true; |
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protected $parentFrame = null; |
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protected $frame_posX = 0; |
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protected $frame_posY = 0; |
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/** |
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* layoutScrollable constructor. |
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* @param Frame $frame |
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* @param $sizeX |
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* @param $sizeY |
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*/ |
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public function __construct($frame, $sizeX, $sizeY) |
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{ |
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$this->parentFrame = $frame; |
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$this->frame_posX = $frame->getX(); |
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$this->frame_posY = $frame->getY(); |
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$this->setSize($sizeX, $sizeY); |
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$frame->setPosition(0, 0); |
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} |
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/** |
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* Set the axis which supports scrolling |
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* default all axis enabled |
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* @param bool $x |
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* @param bool $y |
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* |
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* @return $this |
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*/ |
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public function setAxis($x, $y) |
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{ |
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$this->scrollbarH = $x; |
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$this->scrollbarV = $y; |
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return $this; |
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} |
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/** |
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* Forces container size. |
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* @param $x |
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* @param $y |
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*/ |
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public function forceContainerSize($x, $y) |
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{ |
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$this->force = true; |
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$this->_X = $x; |
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$this->_Y = $y; |
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} |
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/** |
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* Render the XML element |
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* |
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* @param \DOMDocument $domDocument DOMDocument for which the XML element should be rendered |
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* @return \DOMElement |
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*/ |
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public function render(\DOMDocument $domDocument) |
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{ |
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$container = new Frame(); |
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$container->setPosition($this->frame_posX, $this->frame_posY); |
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$quad = new Quad(); |
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$quad->setStyles('Bgs1', 'BgColorContour') |
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->setSize($this->getWidth(), $this->getHeight()); |
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$contentFrame = new Frame(); |
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$contentFrame->addChild($this->parentFrame); |
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$container->addChild($quad); |
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$container->addChild($contentFrame); |
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View Code Duplication |
if ($this->scrollbarV) { |
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$contentFrame->setSize($this->width - 5, $this->height); |
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$this->offset = 5; |
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$container->addChild(new Scrollbar( |
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"Y", |
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$this->getWidth(), |
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0, |
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10, |
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$this->getHeight() |
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)); |
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} |
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View Code Duplication |
if ($this->scrollbarH) { |
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$contentFrame->setSize($this->width - 5, $this->height - 5); |
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$container->addChild(new Scrollbar( |
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"X", |
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0, |
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-$this->getHeight(), |
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10, |
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$this->getWidth() - $this->offset |
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)); |
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} |
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return $container->render($domDocument); |
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} |
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/** |
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* Get the Script Features |
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* |
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* @return ScriptFeature[] |
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*/ |
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public function getScriptFeatures() |
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{ |
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$features = []; |
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if ($this->parentFrame instanceof ScriptFeatureable) { |
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$features[] = $this->parentFrame->getScriptFeatures(); |
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} |
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$features[] = $this; |
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return ScriptFeature::collect($features); |
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} |
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/** |
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* Prepare the given Script for rendering by adding the needed Labels, etc. |
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* |
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* @param Script $script Script to prepare |
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* @return void |
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*/ |
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public function prepare(Script $script) |
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{ |
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$script->addCustomScriptLabel(ScriptLabel::MouseClick, $this->getScriptMouseClick()); |
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$script->addCustomScriptLabel(ScriptLabel::OnInit, $this->getScriptInit()); |
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$script->addCustomScriptLabel(ScriptLabel::Loop, $this->getScriptLoop()); |
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} |
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protected function getScriptInit() |
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{ |
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$offset = number_format($this->offset, 1, ".", ""); |
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return /** @lang textmate */ |
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<<<EOL |
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declare CMlFrame exp_scroll_frame = Null; |
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declare CMlFrame exp_scroll_content = Null; |
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declare Vec2 exp_scroll_content_size = <0.,0.>; |
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declare Boolean exp_scroll_activeY = False; |
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declare Boolean exp_scroll_activeX = False; |
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declare Vec2 exp_scroll_pos = <0.,0.>; |
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declare Real exp_scroll_offset = $offset; |
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EOL; |
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} |
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protected function getScriptMouseClick() |
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{ |
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return /** @lang textmate */ |
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<<<EOL |
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if (Event.Control != Null && Event.Control.HasClass("uiScrollbar") ) { |
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if (Event.Control.DataAttributeGet("axis") == "X") { |
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exp_scroll_activeX = True; |
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log(Now ^ "X"); |
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} else { |
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exp_scroll_activeY = True; |
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} |
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exp_scroll_frame = Event.Control.Parent; |
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exp_scroll_pos = <MouseX, MouseY> - Event.Control.RelativePosition_V3 ; |
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exp_scroll_content = (exp_scroll_frame.Parent.Controls[1] as CMlFrame); // gets the bounding frame |
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exp_scroll_content_size = exp_scroll_content.Controls[0].Size; |
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log(exp_scroll_content_size); |
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} |
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EOL; |
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} |
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protected function getScriptLoop() |
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{ |
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return /** @lang textmate */ |
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<<<EOL |
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if (exp_scroll_activeY) { |
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declare Real pos = (MouseY - exp_scroll_pos.Y) ; |
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declare Real upperLimit = exp_scroll_frame.RelativePosition_V3.Y - exp_scroll_frame.RelativePosition_V3.Y - 5.; |
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declare Real lowerLimit = upperLimit - exp_scroll_frame.Controls[3].Size.Y + exp_scroll_frame.Controls[0].Size.Y + 10.; |
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if (pos > upperLimit) { |
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pos = upperLimit; |
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} |
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if (pos < lowerLimit) { |
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pos = lowerLimit; |
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} |
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declare Real start = (upperLimit - pos); |
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declare Real diff = MathLib::Abs(lowerLimit - upperLimit); |
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exp_scroll_frame.Controls[0].RelativePosition_V3.Y = pos; // update scrollbar position |
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exp_scroll_content.Controls[0].RelativePosition_V3.Y = (start / diff) * (exp_scroll_content_size.Y - exp_scroll_frame.Parent.Controls[0].Size.Y + 10.); // gets the content frame |
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} |
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if (exp_scroll_activeX) { |
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declare Real pos = ( MouseX - exp_scroll_pos.X); |
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declare Real leftLimit = 5.; |
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declare Real rightLimit = leftLimit + exp_scroll_frame.Controls[3].Size.X - exp_scroll_frame.Controls[0].Size.X -10.; |
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if (pos < leftLimit) { |
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pos = leftLimit; |
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} |
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if (pos > rightLimit) { |
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pos = rightLimit; |
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} |
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declare Real start = (leftLimit - pos); |
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declare Real diff = MathLib::Abs(leftLimit + rightLimit); |
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exp_scroll_frame.Controls[0].RelativePosition_V3.X = pos; // update scrollbar position |
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exp_scroll_content.Controls[0].RelativePosition_V3.X = (start / diff) * (exp_scroll_content_size.X + 10); // gets the content frame |
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} |
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if (MouseLeftButton == False) { |
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exp_scroll_activeX = False; |
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exp_scroll_activeY = False; |
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} |
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EOL; |
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} |
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} |
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This check looks for assignments to scalar types that may be of the wrong type.
To ensure the code behaves as expected, it may be a good idea to add an explicit type cast.