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Add scrollpanel widget
This PR introduces a new ScrollPanel component with the following capabilities: - Scroll Orientation Support: Allows scrolling in horizontal, vertical, or both directions, providing flexibility for different use cases. - Partial Object Rendering: Supports partial rendering of objects that are only partially visible within the scroll boundaries, improving visual accuracy and performance. - Boundary-Constrained Mouse Interaction: Handles mouse events strictly within the panel's visible boundaries, preventing interaction with objects outside the scrollable area. - Minimum Internal Size (min_width, min_height): Introduces support for virtual space management, allowing the panel to maintain a minimum internal size independent of its actual on-screen dimensions. Even when the panel is resized, this ensures that the content respects a defined virtual space (with min_width and min_height), effectively simulating a larger internal canvas. This is particularly useful for large content or scenarios where a more extensive scrollable area is required than the current visible panel.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2021 Wildfire Games.
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/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -18,6 +18,7 @@
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#include "precompiled.h"
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#include "gui/CGUI.h"
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#include "gui/SettingTypes/EScrollOrientation.h"
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#include "gui/SettingTypes/CGUIString.h"
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#include "ps/CLogger.h"
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@@ -244,3 +245,18 @@ bool CGUI::ParseString<CGUIList>(const CGUI* UNUSED(pGUI), const CStrW& UNUSED(V
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{
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return false;
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}
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template <>
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bool CGUI::ParseString<EScrollOrientation>(const CGUI* UNUSED(pGUI), const CStrW& Value, EScrollOrientation& Output)
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{
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if (Value == L"vertical")
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Output = EScrollOrientation::VERTICAL;
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else if (Value == L"horizontal")
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Output = EScrollOrientation::HORIZONTAL;
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else if (Value == L"both")
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Output = EScrollOrientation::BOTH;
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else
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return false;
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return true;
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}
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