Make CGUIText variables camel case

Reviewed By: vladislavbelov
Differential Revision: D4491
This was SVN commit r26379.
This commit is contained in:
bb 2022-02-14 17:48:08 +00:00
parent 3694a12152
commit 47e79c71d5
2 changed files with 171 additions and 171 deletions

View File

@ -36,46 +36,46 @@ extern int g_xres, g_yres;
// TODO Gee: CRect => CPoint ?
void SGenerateTextImage::SetupSpriteCall(
const bool Left, CGUIText::SSpriteCall& SpriteCall, const float width, const float y,
const CSize2D& Size, const CStr& TextureName, const float BufferZone)
const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y,
const CSize2D& size, const CStr& textureName, const float bufferZone)
{
// TODO Gee: Temp hardcoded values
SpriteCall.m_Area.top = y + BufferZone;
SpriteCall.m_Area.bottom = y + BufferZone + Size.Height;
spriteCall.m_Area.top = y + bufferZone;
spriteCall.m_Area.bottom = y + bufferZone + size.Height;
if (Left)
if (left)
{
SpriteCall.m_Area.left = BufferZone;
SpriteCall.m_Area.right = Size.Width + BufferZone;
spriteCall.m_Area.left = bufferZone;
spriteCall.m_Area.right = size.Width + bufferZone;
}
else
{
SpriteCall.m_Area.left = width-BufferZone - Size.Width;
SpriteCall.m_Area.right = width-BufferZone;
spriteCall.m_Area.left = width - bufferZone - size.Width;
spriteCall.m_Area.right = width - bufferZone;
}
SpriteCall.m_Sprite = TextureName;
spriteCall.m_Sprite = textureName;
m_YFrom = SpriteCall.m_Area.top - BufferZone;
m_YTo = SpriteCall.m_Area.bottom + BufferZone;
m_Indentation = Size.Width + BufferZone * 2;
m_YFrom = spriteCall.m_Area.top - bufferZone;
m_YTo = spriteCall.m_Area.bottom + bufferZone;
m_Indentation = size.Width + bufferZone * 2;
}
CGUIText::CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& FontW, const float Width, const float BufferZone, const EAlign align, const IGUIObject* pObject)
CGUIText::CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject)
{
if (string.m_Words.empty())
return;
CStrIntern Font(FontW.ToUTF8());
float x = BufferZone, y = BufferZone; // drawing pointer
CStrIntern font(fontW.ToUTF8());
float x = bufferZone, y = bufferZone; // drawing pointer
int from = 0;
bool FirstLine = true; // Necessary because text in the first line is shorter
bool firstLine = true; // Necessary because text in the first line is shorter
// (it doesn't count the line spacing)
// Images on the left or the right side.
SGenerateTextImages Images;
int pos_last_img = -1; // Position in the string where last img (either left or right) were encountered.
SGenerateTextImages images;
int posLastImage = -1; // Position in the string where last img (either left or right) were encountered.
// in order to avoid duplicate processing.
// Go through string word by word
@ -84,25 +84,25 @@ CGUIText::CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& Font
// Pre-process each line one time, so we know which floating images
// will be added for that line.
// Generated stuff is stored in Feedback.
CGUIString::SFeedback Feedback;
// Generated stuff is stored in feedback.
CGUIString::SFeedback feedback;
// Preliminary line height, used for word-wrapping with floating images.
float prelim_line_height = 0.f;
float prelimLineHeight = 0.f;
// Width and height of all text calls generated.
string.GenerateTextCall(pGUI, Feedback, Font, string.m_Words[i], string.m_Words[i+1], FirstLine);
string.GenerateTextCall(pGUI, feedback, font, string.m_Words[i], string.m_Words[i+1], firstLine);
SetupSpriteCalls(pGUI, Feedback.m_Images, y, Width, BufferZone, i, pos_last_img, Images);
SetupSpriteCalls(pGUI, feedback.m_Images, y, width, bufferZone, i, posLastImage, images);
pos_last_img = std::max(pos_last_img, i);
posLastImage = std::max(posLastImage, i);
x += Feedback.m_Size.Width;
prelim_line_height = std::max(prelim_line_height, Feedback.m_Size.Height);
x += feedback.m_Size.Width;
prelimLineHeight = std::max(prelimLineHeight, feedback.m_Size.Height);
// If Width is 0, then there's no word-wrapping, disable NewLine.
if (((Width != 0 && (x > Width - BufferZone || Feedback.m_NewLine)) || i == static_cast<int>(string.m_Words.size()) - 2) &&
ProcessLine(pGUI, string, Font, pObject, Images, align, prelim_line_height, Width, BufferZone, FirstLine, x, y, i, from))
// If width is 0, then there's no word-wrapping, disable NewLine.
if (((width != 0 && (x > width - bufferZone || feedback.m_NewLine)) || i == static_cast<int>(string.m_Words.size()) - 2) &&
ProcessLine(pGUI, string, font, pObject, images, align, prelimLineHeight, width, bufferZone, firstLine, x, y, i, from))
return;
}
}
@ -110,42 +110,42 @@ CGUIText::CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& Font
// Loop through our images queues, to see if images have been added.
void CGUIText::SetupSpriteCalls(
const CGUI& pGUI,
const std::array<std::vector<CStr>, 2>& FeedbackImages,
const std::array<std::vector<CStr>, 2>& feedbackImages,
const float y,
const float Width,
const float BufferZone,
const float width,
const float bufferZone,
const int i,
const int pos_last_img,
SGenerateTextImages& Images)
const int posLastImage,
SGenerateTextImages& images)
{
// Check if this has already been processed.
// Also, floating images are only applicable if Word-Wrapping is on
if (Width == 0 || i <= pos_last_img)
if (width == 0 || i <= posLastImage)
return;
// Loop left/right
for (int j = 0; j < 2; ++j)
for (const CStr& imgname : FeedbackImages[j])
for (const CStr& imgname : feedbackImages[j])
{
SSpriteCall SpriteCall;
SGenerateTextImage Image;
SSpriteCall spriteCall;
SGenerateTextImage image;
// Y is if no other floating images is above, y. Else it is placed
// after the last image, like a stack downwards.
float _y;
if (!Images[j].empty())
_y = std::max(y, Images[j].back().m_YTo);
if (!images[j].empty())
_y = std::max(y, images[j].back().m_YTo);
else
_y = y;
const SGUIIcon& icon = pGUI.GetIcon(imgname);
Image.SetupSpriteCall(j == CGUIString::SFeedback::Left, SpriteCall, Width, _y, icon.m_Size, icon.m_SpriteName, BufferZone);
image.SetupSpriteCall(j == CGUIString::SFeedback::Left, spriteCall, width, _y, icon.m_Size, icon.m_SpriteName, bufferZone);
// Check if image is the lowest thing.
m_Size.Height = std::max(m_Size.Height, Image.m_YTo);
m_Size.Height = std::max(m_Size.Height, image.m_YTo);
Images[j].emplace_back(Image);
m_SpriteCalls.emplace_back(std::move(SpriteCall));
images[j].emplace_back(image);
m_SpriteCalls.emplace_back(std::move(spriteCall));
}
}
@ -159,101 +159,101 @@ void CGUIText::SetupSpriteCalls(
void CGUIText::ComputeLineSize(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& Font,
const bool FirstLine,
const float Width,
const float width_range_to,
const CStrIntern& font,
const bool firstLine,
const float width,
const float widthRangeTo,
const int i,
const int temp_from,
const int tempFrom,
float& x,
CSize2D& line_size) const
CSize2D& lineSize) const
{
for (int j = temp_from; j <= i; ++j)
for (int j = tempFrom; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use another one.
CGUIString::SFeedback Feedback2;
// We don't want to use feedback now, so we'll have to use another one.
CGUIString::SFeedback feedback2;
// Don't attach object, it'll suppress the errors
// we want them to be reported in the final GenerateTextCall()
// so that we don't get duplicates.
string.GenerateTextCall(pGUI, Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine);
string.GenerateTextCall(pGUI, feedback2, font, string.m_Words[j], string.m_Words[j+1], firstLine);
// Append X value.
x += Feedback2.m_Size.Width;
x += feedback2.m_Size.Width;
if (Width != 0 && x > width_range_to && j != temp_from && !Feedback2.m_NewLine)
if (width != 0 && x > widthRangeTo && j != tempFrom && !feedback2.m_NewLine)
{
// The calculated width of each word includes the space between the current
// word and the next. When we're wrapping, we need subtract the width of the
// space after the last word on the line before the wrap.
CFontMetrics currentFont(Font);
line_size.Width -= currentFont.GetCharacterWidth(*L" ");
CFontMetrics currentFont(font);
lineSize.Width -= currentFont.GetCharacterWidth(*L" ");
break;
}
// Let line_size.cy be the maximum m_Height we encounter.
line_size.Height = std::max(line_size.Height, Feedback2.m_Size.Height);
// Let lineSize.cy be the maximum m_Height we encounter.
lineSize.Height = std::max(lineSize.Height, feedback2.m_Size.Height);
// If the current word is an explicit new line ("\n"),
// break now before adding the width of this character.
// ("\n" doesn't have a glyph, thus is given the same width as
// the "missing glyph" character by CFont::GetCharacterWidth().)
if (Width != 0 && Feedback2.m_NewLine)
if (width != 0 && feedback2.m_NewLine)
break;
line_size.Width += Feedback2.m_Size.Width;
lineSize.Width += feedback2.m_Size.Width;
}
}
bool CGUIText::ProcessLine(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& Font,
const CStrIntern& font,
const IGUIObject* pObject,
const SGenerateTextImages& Images,
const SGenerateTextImages& images,
const EAlign align,
const float prelim_line_height,
const float Width,
const float BufferZone,
bool& FirstLine,
const float prelimLineHeight,
const float width,
const float bufferZone,
bool& firstLine,
float& x,
float& y,
int& i,
int& from)
{
// Change 'from' to 'i', but first keep a copy of its value.
int temp_from = from;
int tempFrom = from;
from = i;
float width_range_from = BufferZone;
float width_range_to = Width - BufferZone;
ComputeLineRange(Images, y, Width, prelim_line_height, width_range_from, width_range_to);
float widthRangeFrom = bufferZone;
float widthRangeTo = width - bufferZone;
ComputeLineRange(images, y, width, prelimLineHeight, widthRangeFrom, widthRangeTo);
// Reset X for the next loop
x = width_range_from;
x = widthRangeFrom;
CSize2D line_size;
ComputeLineSize(pGUI, string, Font, FirstLine, Width, width_range_to, i, temp_from, x, line_size);
CSize2D lineSize;
ComputeLineSize(pGUI, string, font, firstLine, width, widthRangeTo, i, tempFrom, x, lineSize);
// Reset x once more
x = width_range_from;
x = widthRangeFrom;
// Move down, because font drawing starts from the baseline
y += line_size.Height;
y += lineSize.Height;
const float dx = GetLineOffset(align, width_range_from, width_range_to, line_size);
const float dx = GetLineOffset(align, widthRangeFrom, widthRangeTo, lineSize);
// Do the real processing now
const bool done = AssembleCalls(pGUI, string, Font, pObject, FirstLine, Width, width_range_to, dx, y, temp_from, i, x, from);
const bool done = AssembleCalls(pGUI, string, font, pObject, firstLine, width, widthRangeTo, dx, y, tempFrom, i, x, from);
// Reset X
x = BufferZone;
x = bufferZone;
// Update dimensions
m_Size.Width = std::max(m_Size.Width, line_size.Width + BufferZone * 2);
m_Size.Height = std::max(m_Size.Height, y + BufferZone);
m_Size.Width = std::max(m_Size.Width, lineSize.Width + bufferZone * 2);
m_Size.Height = std::max(m_Size.Height, y + bufferZone);
FirstLine = false;
firstLine = false;
// Now if we entered as from = i, then we want
// i being one minus that, so that it will become
@ -265,7 +265,7 @@ bool CGUIText::ProcessLine(
}
// Decide width of the line. We need to iterate our floating images.
// this won't be exact because we're assuming the line_size.cy
// this won't be exact because we're assuming the lineSize.cy
// will be as our preliminary calculation said. But that may change,
// although we'd have to add a couple of more loops to try straightening
// this problem out, and it is very unlikely to happen noticeably if one
@ -273,34 +273,34 @@ bool CGUIText::ProcessLine(
// is still quite unlikely it will happen.
// Loop through left and right side, from and to.
void CGUIText::ComputeLineRange(
const SGenerateTextImages& Images,
const SGenerateTextImages& images,
const float y,
const float Width,
const float prelim_line_height,
float& width_range_from,
float& width_range_to) const
const float width,
const float prelimLineHeight,
float& widthRangeFrom,
float& widthRangeTo) const
{
// Floating images are only applicable if word-wrapping is enabled.
if (Width == 0)
if (width == 0)
return;
for (int j = 0; j < 2; ++j)
for (const SGenerateTextImage& img : Images[j])
for (const SGenerateTextImage& img : images[j])
{
// We're working with two intervals here, the image's and the line height's.
// let's find the union of these two.
float union_from, union_to;
float unionFrom, unionTo;
union_from = std::max(y, img.m_YFrom);
union_to = std::min(y + prelim_line_height, img.m_YTo);
unionFrom = std::max(y, img.m_YFrom);
unionTo = std::min(y + prelimLineHeight, img.m_YTo);
// The union is not empty
if (union_to > union_from)
if (unionTo > unionFrom)
{
if (j == 0)
width_range_from = std::max(width_range_from, img.m_Indentation);
widthRangeFrom = std::max(widthRangeFrom, img.m_Indentation);
else
width_range_to = std::min(width_range_to, Width - img.m_Indentation);
widthRangeTo = std::min(widthRangeTo, width - img.m_Indentation);
}
}
}
@ -308,9 +308,9 @@ void CGUIText::ComputeLineRange(
// compute offset based on what kind of alignment
float CGUIText::GetLineOffset(
const EAlign align,
const float width_range_from,
const float width_range_to,
const CSize2D& line_size) const
const float widthRangeFrom,
const float widthRangeTo,
const CSize2D& lineSize) const
{
switch (align)
{
@ -319,10 +319,10 @@ float CGUIText::GetLineOffset(
return 0.f;
case EAlign::CENTER:
return ((width_range_to - width_range_from) - line_size.Width) / 2;
return ((widthRangeTo - widthRangeFrom) - lineSize.Width) / 2;
case EAlign::RIGHT:
return width_range_to - line_size.Width;
return widthRangeTo - lineSize.Width;
default:
debug_warn(L"Broken EAlign in CGUIText()");
@ -333,94 +333,94 @@ float CGUIText::GetLineOffset(
bool CGUIText::AssembleCalls(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& Font,
const CStrIntern& font,
const IGUIObject* pObject,
const bool FirstLine,
const float Width,
const float width_range_to,
const bool firstLine,
const float width,
const float widthRangeTo,
const float dx,
const float y,
const int temp_from,
const int tempFrom,
const int i,
float& x,
int& from)
{
bool done = false;
for (int j = temp_from; j <= i; ++j)
for (int j = tempFrom; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use another one.
CGUIString::SFeedback Feedback2;
// We don't want to use feedback now, so we'll have to use another one.
CGUIString::SFeedback feedback2;
// Defaults
string.GenerateTextCall(pGUI, Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine, pObject);
string.GenerateTextCall(pGUI, feedback2, font, string.m_Words[j], string.m_Words[j+1], firstLine, pObject);
// Iterate all and set X/Y values
// Since X values are not set, we need to make an internal
// iteration with an increment that will append the internal
// x, that is what x_pointer is for.
float x_pointer = 0.f;
// x, that is what xPointer is for.
float xPointer = 0.f;
for (STextCall& tc : Feedback2.m_TextCalls)
for (STextCall& tc : feedback2.m_TextCalls)
{
tc.m_Pos = CVector2D(dx + x + x_pointer, y);
tc.m_Pos = CVector2D(dx + x + xPointer, y);
x_pointer += tc.m_Size.Width;
xPointer += tc.m_Size.Width;
if (tc.m_pSpriteCall)
tc.m_pSpriteCall->m_Area += tc.m_Pos - CSize2D(0, tc.m_pSpriteCall->m_Area.GetHeight());
}
// Append X value.
x += Feedback2.m_Size.Width;
x += feedback2.m_Size.Width;
// The first word overrides the width limit, what we
// do, in those cases, are just drawing that word even
// though it'll extend the object.
if (Width != 0) // only if word-wrapping is applicable
if (width != 0) // only if word-wrapping is applicable
{
if (Feedback2.m_NewLine)
if (feedback2.m_NewLine)
{
from = j + 1;
// Sprite call can exist within only a newline segment,
// therefore we need this.
if (!Feedback2.m_SpriteCalls.empty())
if (!feedback2.m_SpriteCalls.empty())
{
auto newEnd = std::remove_if(Feedback2.m_TextCalls.begin(), Feedback2.m_TextCalls.end(), [](const STextCall& call) { return !call.m_pSpriteCall; });
auto newEnd = std::remove_if(feedback2.m_TextCalls.begin(), feedback2.m_TextCalls.end(), [](const STextCall& call) { return !call.m_pSpriteCall; });
m_TextCalls.insert(
m_TextCalls.end(),
std::make_move_iterator(Feedback2.m_TextCalls.begin()),
std::make_move_iterator(feedback2.m_TextCalls.begin()),
std::make_move_iterator(newEnd));
m_SpriteCalls.insert(
m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
std::make_move_iterator(feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(feedback2.m_SpriteCalls.end()));
}
break;
}
else if (x > width_range_to && j == temp_from)
else if (x > widthRangeTo && j == tempFrom)
{
from = j+1;
// do not break, since we want it to be added to m_TextCalls
}
else if (x > width_range_to)
else if (x > widthRangeTo)
{
from = j;
break;
}
}
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
// Add the whole feedback2.m_TextCalls to our m_TextCalls.
m_TextCalls.insert(
m_TextCalls.end(),
std::make_move_iterator(Feedback2.m_TextCalls.begin()),
std::make_move_iterator(Feedback2.m_TextCalls.end()));
std::make_move_iterator(feedback2.m_TextCalls.begin()),
std::make_move_iterator(feedback2.m_TextCalls.end()));
m_SpriteCalls.insert(
m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
std::make_move_iterator(feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(feedback2.m_SpriteCalls.end()));
if (j == static_cast<int>(string.m_Words.size()) - 2)
done = true;

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -155,16 +155,16 @@ public:
* will be sent to the Renderer. Also, horizontal alignment
* is taken into acount in this method but NOT vertical alignment.
*
* @param Text Text to generate CGUIText object from
* @param Font Default font, notice both Default color and default font
* @param string Text to generate CGUIText object from.
* @param font Default font, notice both Default color and default font
* can be changed by tags.
* @param Width Width, 0 if no word-wrapping.
* @param BufferZone space between text and edge, and space between text and images.
* @param Align Horizontal alignment (left / center / right).
* @param width Width, 0 if no word-wrapping.
* @param bufferZone Space between text and edge, and space between text and images.
* @param align Horizontal alignment (left / center / right).
* @param pObject Optional parameter for error output. Used *only* if error parsing fails,
* and we need to be able to output which object the error occurred in to aid the user.
*/
CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& FontW, const float Width, const float BufferZone, const EAlign align, const IGUIObject* pObject);
CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject);
/**
* Draw this CGUIText object
@ -181,14 +181,14 @@ public:
bool ProcessLine(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& Font,
const CStrIntern& font,
const IGUIObject* pObject,
const SGenerateTextImages& Images,
const SGenerateTextImages& images,
const EAlign align,
const float prelim_line_height,
const float Width,
const float BufferZone,
bool& FirstLine,
const float prelimLineHeight,
const float width,
const float bufferZone,
bool& firstLine,
float& x,
float& y,
int& i,
@ -196,51 +196,51 @@ public:
void SetupSpriteCalls(
const CGUI& pGUI,
const std::array<std::vector<CStr>, 2>& FeedbackImages,
const std::array<std::vector<CStr>, 2>& feedbackImages,
const float y,
const float Width,
const float BufferZone,
const float width,
const float bufferZone,
const int i,
const int pos_last_img,
SGenerateTextImages& Images);
const int posLastImage,
SGenerateTextImages& images);
float GetLineOffset(
const EAlign align,
const float width_range_from,
const float width_range_to,
const CSize2D& line_size) const;
const float widthRangeFrom,
const float widthRangeTo,
const CSize2D& lineSize) const;
void ComputeLineRange(
const SGenerateTextImages& Images,
const SGenerateTextImages& images,
const float y,
const float Width,
const float prelim_line_height,
float& width_range_from,
float& width_range_to) const;
const float width,
const float prelimLineHeight,
float& widthRangeFrom,
float& widthRangeTo) const;
void ComputeLineSize(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& Font,
const bool FirstLine,
const float Width,
const float width_range_to,
const CStrIntern& font,
const bool firstLine,
const float width,
const float widthRangeTo,
const int i,
const int temp_from,
const int tempFrom,
float& x,
CSize2D& line_size) const;
CSize2D& lineSize) const;
bool AssembleCalls(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& Font,
const CStrIntern& font,
const IGUIObject* pObject,
const bool FirstLine,
const float Width,
const float width_range_to,
const bool firstLine,
const float width,
const float widthRangeTo,
const float dx,
const float y,
const int temp_from,
const int tempFrom,
const int i,
float& x,
int& from);
@ -275,8 +275,8 @@ struct SGenerateTextImage
float m_Indentation;
void SetupSpriteCall(
const bool Left, CGUIText::SSpriteCall& SpriteCall, const float width, const float y,
const CSize2D& Size, const CStr& TextureName, const float BufferZone);
const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y,
const CSize2D& size, const CStr& textureName, const float bufferZone);
};
#endif // INCLUDED_GUITEXT