MRESULT hchlb_umRefresh( HWND hwnd, MPARAM mp1, MPARAM mp2 ) { refreshClient( hwnd ); refreshScrollBar( hwnd ); return 0; }
void GameStateLoad::refreshWidgets() { button_exit->setPos(); button_new->setPos((VIEW_W-FRAME_W)/2, (VIEW_H-FRAME_H)/2); button_load->setPos((VIEW_W-FRAME_W)/2, (VIEW_H-FRAME_H)/2); button_delete->setPos((VIEW_W-FRAME_W)/2, (VIEW_H-FRAME_H)/2); label_loading->setPos(); if (portrait) { portrait->setDestX(portrait_dest.x + ((VIEW_W-FRAME_W)/2)); portrait->setDestY(portrait_dest.y + ((VIEW_H-FRAME_H)/2)); } slot_pos.resize(visible_slots); for (size_t i=0; i<slot_pos.size(); i++) { slot_pos[i].x = gameslot_pos.x + (VIEW_W - FRAME_W)/2; slot_pos[i].h = gameslot_pos.h; slot_pos[i].y = gameslot_pos.y + (VIEW_H - FRAME_H)/2 + (static_cast<int>(i) * gameslot_pos.h); slot_pos[i].w = gameslot_pos.w; } refreshScrollBar(); confirm->align(); }
void GameStateLoad::scrollDown() { if (scroll_offset < static_cast<int>(game_slots.size()) - visible_slots) scroll_offset++; refreshScrollBar(); }
void GameStateLoad::scrollUp() { if (scroll_offset > 0) scroll_offset--; refreshScrollBar(); }