/* 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);
}