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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Makes an element's children scroll inside it, and clips them to it. More...
#include <ui_scroll.h>
Public Member Functions | |
| glm::vec2 | range () const |
| How far the content can travel on each axis, never negative; offset's clamp. | |
Public Attributes | |
| glm::vec2 | offset = {0.0f, 0.0f} |
| How far the content has scrolled, in canvas reference pixels. | |
| float | wheelStep = 60.0f |
| Reference pixels the content moves per wheel notch. | |
| glm::vec2 | contentSize = {0.0f, 0.0f} |
| Extent of the content laid out inside, in reference pixels; resolved, not authored. | |
| glm::vec2 | viewSize = {0.0f, 0.0f} |
| This element's resolved size, in reference pixels. | |
Makes an element's children scroll inside it, and clips them to it.
Children lay out against the element's rect shifted by offset; it clips whether or not UIElement::clipChildren is set. The wheel goes to the nearest scroll view holding whatever is drawn on top under the pointer, and lands on the next frame's layout, since deciding needs the whole frame's rects. A scrollbar is offset / (contentSize - viewSize).
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How far the content can travel on each axis, never negative; offset's clamp.
| glm::vec2 Vkm::Engine::UIScroll::offset = {0.0f, 0.0f} |
How far the content has scrolled, in canvas reference pixels.
Clamped every frame to the overflow, so it can be written freely.
| glm::vec2 Vkm::Engine::UIScroll::contentSize = {0.0f, 0.0f} |
Extent of the content laid out inside, in reference pixels; resolved, not authored.
Measured from what descendants drew, so an empty layout box adds nothing.