camera,
vec(viewport.w * 0.5f - title_size.x * 0.5f, TITLE_MARGIN_TOP));
- const float proportional_scroll = level_picker->scroll.y * scrolling_area_height / level_picker->size.y;
+ const float proportional_scroll = level_picker->items_scroll.y * scrolling_area_height / level_picker->size.y;
const float number_of_items_in_scrolling_area = scrolling_area_height / ITEM_HEIGHT;
const float percent_of_visible_items = number_of_items_in_scrolling_area / ((float) level_picker->items.count - 1);
for (size_t i = 0; i < level_picker->items.count; ++i) {
const Vec2f current_position = vec_sum(
level_picker->items_position,
- vec(0.0f, (float) i * ITEM_HEIGHT + level_picker->scroll.y));
+ vec(0.0f, (float) i * ITEM_HEIGHT + level_picker->items_scroll.y));
if(current_position.y > level_picker->items_position.y + scrolling_area_height ||
current_position.y < level_picker->items_position.y) {
const Rect viewport = camera_view_port_screen(camera);
const float scrolling_area_height = viewport.h - ITEM_HEIGHT - level_picker->items_position.y;
- if ((float) level_picker->items_cursor * ITEM_HEIGHT + level_picker->scroll.y > scrolling_area_height) {
- level_picker->scroll.y -= ITEM_HEIGHT * SCROLLING_SPEED_FRACTION;
+ if ((float) level_picker->items_cursor * ITEM_HEIGHT + level_picker->items_scroll.y > scrolling_area_height) {
+ level_picker->items_scroll.y -= ITEM_HEIGHT * SCROLLING_SPEED_FRACTION;
}
- if ((float) level_picker->items_cursor * ITEM_HEIGHT + level_picker->scroll.y < 0) {
- level_picker->scroll.y += ITEM_HEIGHT * SCROLLING_SPEED_FRACTION;
+ if ((float) level_picker->items_cursor * ITEM_HEIGHT + level_picker->items_scroll.y < 0) {
+ level_picker->items_scroll.y += ITEM_HEIGHT * SCROLLING_SPEED_FRACTION;
}
vec_add(&level_picker->camera_position,
const Vec2f mouse_pos = vec((float) event->motion.x, (float) event->motion.y);
Vec2f position = vec_sum(
level_picker->items_position,
- level_picker->scroll);
+ level_picker->items_scroll);
for (size_t i = 0; i < level_picker->items.count; ++i) {
const char *item_text = dynarray_pointer_at(
Vec2f position = vec_sum(
level_picker->items_position,
- level_picker->scroll);
+ level_picker->items_scroll);
vec_add(&position, vec(0.0f, (float) level_picker->items_cursor * single_item_height));
const char *item_text =