Scrollable pattern lists
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@ -1524,7 +1524,9 @@ ui_BeginList(ui_interface* Interface, gs_string Text, u32 ViewportRows, u32 Elem
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// Create the viewport that offsets list contents (and at render time determines what is visible)
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//
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ui_widget* ViewportLayout = ui_PushLayout(Interface, MakeString("Contents"));
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ui_WidgetSetFlag(ViewportLayout, UIWidgetFlag_DrawOutline);
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ui_WidgetClearFlag(ViewportLayout, UIWidgetFlag_ExpandsToFitChildren);
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ViewportLayout->FillDirection = LayoutDirection_TopDown;
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ViewportLayout->Bounds.Min.y = SliderBounds.Min.y;
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ViewportLayout->Bounds.Max.y = SliderBounds.Max.y;
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@ -1532,7 +1534,7 @@ ui_BeginList(ui_interface* Interface, gs_string Text, u32 ViewportRows, u32 Elem
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s32 ScrollableElements = Max(0, ElementCount - ViewportRows);
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ui_widget_retained_state* ViewportState = ui_GetOrCreateRetainedState(Interface, ViewportLayout);
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ViewportState->ChildrenDrawOffset.x = 0;
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ViewportState->ChildrenDrawOffset.y = ((1.0f - State->InitialValueR32) * (r32)(ScrollableElements)) * ViewportLayout->RowHeight;
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ViewportState->ChildrenDrawOffset.y = ((1.0f - State->InitialValueR32) * (r32)(ScrollableElements + 1)) * ViewportLayout->RowHeight;
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}
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internal void
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@ -889,6 +889,10 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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//if (ui_BeginLabeledDropdown(Interface, MakeString("Selected Pattern"), MakeString(BlockPattern.Name, BlockPattern.NameLength)))
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if (ui_BeginDropdown(Interface, MakeString(BlockPattern.Name, BlockPattern.NameLength)))
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{
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Interface->ActiveLayout->Bounds.Max.x += 128.0f;
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Interface->ActiveLayout->Columns[0].XMax += 128.0f;
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ui_BeginList(Interface, MakeString("Patterns List"), 5, State->Patterns.Count);
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for (u32 i = 0; i < State->Patterns.Count; i++)
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{
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animation_pattern Pattern = State->Patterns.Values[i];
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@ -897,6 +901,7 @@ AnimInfoView_Render(animation_timeline_state* TimelineState, animation* ActiveAn
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SelectedBlock->AnimationProcHandle = Patterns_IndexToHandle(i);
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}
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}
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ui_EndList(Interface);
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}
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ui_EndLabeledDropdown(Interface);
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}
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@ -753,20 +753,7 @@ Pattern_AllGreen(led_buffer* Leds, led_buffer_range Range, assembly Assembly, r3
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for (u32 LedIndex = Range.First; LedIndex < Range.OnePastLast; LedIndex++)
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{
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u32 I = LedIndex + 1;
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Leds->Colors[LedIndex] = {};
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if (I % 3 == 0)
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{
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Leds->Colors[LedIndex].R = 255;
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}
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else if (I % 3 == 1)
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{
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Leds->Colors[LedIndex].G = 255;
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}
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else if (I % 3 == 2)
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{
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Leds->Colors[LedIndex].B = 255;
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}
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Leds->Colors[LedIndex] = {0, 255, 0};
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}
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}
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