void FalagardListbox::render() { Listbox* lb = (Listbox*)d_window; // render frame and stuff before we handle the items cacheListboxBaseImagery(); // // Render list items // Vector3 itemPos; Size itemSize; Rect itemClipper, itemRect; float widest = lb->getWidestItemWidth(); // calculate position of area we have to render into Rect itemsArea(getListRenderArea()); // set up some initial positional details for items itemPos.d_x = itemsArea.d_left - lb->getHorzScrollbar()->getScrollPosition(); itemPos.d_y = itemsArea.d_top - lb->getVertScrollbar()->getScrollPosition(); itemPos.d_z = System::getSingleton().getRenderer()->getZLayer(3) - System::getSingleton().getRenderer()->getCurrentZ(); float alpha = lb->getEffectiveAlpha(); // loop through the items size_t itemCount = lb->getItemCount(); for (size_t i = 0; i < itemCount; ++i) { ListboxItem* listItem = lb->getListboxItemFromIndex(i); itemSize.d_height = listItem->getPixelSize().d_height; // allow item to have full width of box if this is wider than items itemSize.d_width = ceguimax(itemsArea.getWidth(), widest); // calculate destination area for this item. itemRect.d_left = itemPos.d_x; itemRect.d_top = itemPos.d_y; itemRect.setSize(itemSize); itemClipper = itemRect.getIntersection(itemsArea); // skip this item if totally clipped if (itemClipper.getWidth() == 0) { itemPos.d_y += itemSize.d_height; continue; } // draw this item listItem->draw(lb->getRenderCache(), itemRect, itemPos.d_z, alpha, &itemClipper); // update position ready for next item itemPos.d_y += itemSize.d_height; } }
/************************************************************************* Perform the actual rendering for this Window. *************************************************************************/ void Listbox::populateRenderCache() { // get the derived class to render general stuff before we handle the items cacheListboxBaseImagery(); // // Render list items // Vector3 itemPos; Size itemSize; Rect itemClipper, itemRect; float widest = getWidestItemWidth(); // calculate position of area we have to render into Rect itemsArea(getListRenderArea()); // set up some initial positional details for items itemPos.d_x = itemsArea.d_left - d_horzScrollbar->getScrollPosition(); itemPos.d_y = itemsArea.d_top - d_vertScrollbar->getScrollPosition(); itemPos.d_z = System::getSingleton().getRenderer()->getZLayer(3) - System::getSingleton().getRenderer()->getCurrentZ(); float alpha = getEffectiveAlpha(); // loop through the items size_t itemCount = getItemCount(); for (size_t i = 0; i < itemCount; ++i) { itemSize.d_height = d_listItems[i]->getPixelSize().d_height; // allow item to have full width of box if this is wider than items itemSize.d_width = ceguimax(itemsArea.getWidth(), widest); // calculate destination area for this item. itemRect.d_left = itemPos.d_x; itemRect.d_top = itemPos.d_y; itemRect.setSize(itemSize); itemClipper = itemRect.getIntersection(itemsArea); // skip this item if totally clipped if (itemClipper.getWidth() == 0) { itemPos.d_y += itemSize.d_height; continue; } // draw this item d_listItems[i]->draw(d_renderCache, itemRect, itemPos.d_z, alpha, &itemClipper); // update position ready for next item itemPos.d_y += itemSize.d_height; } }
void FalagardMultiColumnList::render() { MultiColumnList* w = (MultiColumnList*)d_window; const ListHeader* header = w->getListHeader(); const Scrollbar* vertScrollbar = w->getVertScrollbar(); const Scrollbar* horzScrollbar = w->getHorzScrollbar(); // render general stuff before we handle the items cacheListboxBaseImagery(); // // Render list items // Vector3f itemPos; Sizef itemSize; Rectf itemClipper, itemRect; // calculate position of area we have to render into Rectf itemsArea(getListRenderArea()); // set up initial positional details for items itemPos.d_y = itemsArea.top() - vertScrollbar->getScrollPosition(); itemPos.d_z = 0.0f; const float alpha = w->getEffectiveAlpha(); // loop through the items for (uint i = 0; i < w->getRowCount(); ++i) { // set initial x position for this row. itemPos.d_x = itemsArea.left() - horzScrollbar->getScrollPosition(); // calculate height for this row. itemSize.d_height = w->getHighestRowItemHeight(i); // loop through the columns in this row for (uint j = 0; j < w->getColumnCount(); ++j) { // allow item to use full width of the column itemSize.d_width = CoordConverter::asAbsolute(header->getColumnWidth(j), header->getPixelSize().d_width); ListboxItem* item = w->getItemAtGridReference(MCLGridRef(i,j)); // is the item for this column set? if (item) { // calculate destination area for this item. itemRect.left(itemPos.d_x); itemRect.top(itemPos.d_y); itemRect.setSize(itemSize); itemClipper = itemRect.getIntersection(itemsArea); // skip this item if totally clipped if (itemClipper.getWidth() == 0) { itemPos.d_x += itemSize.d_width; continue; } // draw this item item->draw(w->getGeometryBuffer(), itemRect, alpha, &itemClipper); } // update position for next column. itemPos.d_x += itemSize.d_width; } // update position ready for next row itemPos.d_y += itemSize.d_height; } }