/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "CTooltip.h" #include "gui/CGUI.h" #include "gui/CGUIString.h" #include "gui/CGUIText.h" #include CTooltip::CTooltip(CGUI& pGUI) : IGUIObject(pGUI), IGUITextOwner(*static_cast(this)), m_BufferZone(), m_Caption(), m_Font(), m_Sprite(), m_Delay(), m_TextColor(), m_MaxWidth(), m_Offset(), m_Anchor(), m_TextAlign(), m_Independent(), m_MousePos(), m_UseObject(), m_HideObject() { // If the tooltip is an object by itself: RegisterSetting("buffer_zone", m_BufferZone); RegisterSetting("caption", m_Caption); RegisterSetting("font", m_Font); RegisterSetting("sprite", m_Sprite); RegisterSetting("delay", m_Delay); // in milliseconds RegisterSetting("textcolor", m_TextColor); RegisterSetting("maxwidth", m_MaxWidth); RegisterSetting("offset", m_Offset); RegisterSetting("anchor", m_Anchor); RegisterSetting("text_align", m_TextAlign); // This is used for tooltips that are hidden/revealed manually by scripts, rather than through the standard tooltip display mechanism RegisterSetting("independent", m_Independent); // Private settings: // This is set by GUITooltip RegisterSetting("_mousepos", m_MousePos); // If the tooltip is just a reference to another object: RegisterSetting("use_object", m_UseObject); RegisterSetting("hide_object", m_HideObject); // Defaults SetSetting("delay", 500, true); SetSetting("anchor", EVAlign_Bottom, true); SetSetting("text_align", EAlign_Left, true); // Set up a blank piece of text, to be replaced with a more // interesting message later AddText(); } CTooltip::~CTooltip() { } void CTooltip::SetupText() { ENSURE(m_GeneratedTexts.size() == 1); m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, m_MaxWidth, m_BufferZone, this); // Position the tooltip relative to the mouse: const CPos& mousepos = m_Independent ? m_pGUI.GetMousePos() : m_MousePos; float textwidth = m_GeneratedTexts[0].GetSize().cx; float textheight = m_GeneratedTexts[0].GetSize().cy; CGUISize size; size.pixel.left = mousepos.x + m_Offset.x; size.pixel.right = size.pixel.left + textwidth; switch (m_Anchor) { case EVAlign_Top: size.pixel.top = mousepos.y + m_Offset.y; size.pixel.bottom = size.pixel.top + textheight; break; case EVAlign_Bottom: size.pixel.bottom = mousepos.y + m_Offset.y; size.pixel.top = size.pixel.bottom - textheight; break; case EVAlign_Center: size.pixel.top = mousepos.y + m_Offset.y - textheight/2.f; size.pixel.bottom = size.pixel.top + textwidth; break; default: debug_warn(L"Invalid EVAlign!"); } // Reposition the tooltip if it's falling off the screen: extern int g_xres, g_yres; extern float g_GuiScale; float screenw = g_xres / g_GuiScale; float screenh = g_yres / g_GuiScale; if (size.pixel.top < 0.f) size.pixel.bottom -= size.pixel.top, size.pixel.top = 0.f; else if (size.pixel.bottom > screenh) size.pixel.top -= (size.pixel.bottom-screenh), size.pixel.bottom = screenh; if (size.pixel.left < 0.f) size.pixel.right -= size.pixel.left, size.pixel.left = 0.f; else if (size.pixel.right > screenw) size.pixel.left -= (size.pixel.right-screenw), size.pixel.right = screenw; SetSetting("size", size, true); } void CTooltip::UpdateCachedSize() { IGUIObject::UpdateCachedSize(); IGUITextOwner::UpdateCachedSize(); } void CTooltip::HandleMessage(SGUIMessage& Message) { IGUIObject::HandleMessage(Message); IGUITextOwner::HandleMessage(Message); } void CTooltip::Draw() { float z = 900.f; // TODO: Find a nicer way of putting the tooltip on top of everything else // Normally IGUITextOwner will handle this updating but since SetupText can modify the position // we need to call it now *before* we do the rest of the drawing if (!m_GeneratedTextsValid) { SetupText(); m_GeneratedTextsValid = true; } m_pGUI.DrawSprite(m_Sprite, 0, z, m_CachedActualSize); DrawText(0, m_TextColor, m_CachedActualSize.TopLeft(), z + 0.1f); }