A scroll bar is like a 2d2D camera control that controllscontrols the scroll area's viewport's contents. I will assume you know how to render your gui in its entirety. I also strongly advice against making a gui that is complex unless it truly contributes to ux. This could lead to a mediocre gaming experience. I also strongly urge you to use a UI library.
In abstract high level pseudo code:
- Initialization:
- Define the scrollable area's width &and height.
- Define the viewport's width &and height.
- The "handle" is the same % of the scrollbar as the viewport is of the scrollable plain.
- The "handle" is the rectangle that travels up &and down a vertical scrollbar.
Example: The scrollable area's height is 1000 pixels and the viewport's height is 200 pixels so the "handle" will be 20% of the scrollbar's height, if the scrollbar has the same height as the viewport than the handle will be 40 pixels high.
Main loop:
Render the entire scrollable area (if it's not gigantic).
- Otherwise you need to smartly render only elements close the current position of the viewable area.
The "handle" has an upper and lower bounds in % of the scrollbar.
Blit the relevant rectangle with the same upper and lower % of the scrollable area.
Place the result inside the viewport.
Accepting input:
When a user clicks in the scrollable area's viewport, consider the "handle's" upper bound.
Adjust the click to a position % of the scrollable's area pixels lower based on upper bound.
Dragging the scrollbar's "hadnle""handle":
Detect a mouseDown event that occurs on the scrollbar.
- If the event occured on the handle:
- Remember the position.
- Adjust the handle and viewport with the correct offset from that position until the mouseUp event occurs.
- If the event occurs on the scrollbar but not on the "handle":
- Adjust the "handle" so it's centered on that position.
- If the event occured on the handle:
The explanation is based on a vertical scrollbar but the same applies to a horizontal bar.