0ad/source/gui/IGUITextOwner.cpp
elexis 8190293f8b Remove virtual inheritance from the codebase, refs 6b51d71c85, e21ebb37f5 e326ebae46.
Remove workaround in 3d07327837 / D2136, the pointer from IGUIObject to
IGUITextOwner that avoided the dynamic_cast.
Have the GUIObject implementing class take responsibility of calling the
virtual methods in the base classes.
Leaves the code in a clean state that can serve as an example for new
GUI object classes, such as D1346, refs #4683.

Differential Revision: https://code.wildfiregames.com/D2325
Comments By: Vladislav on IRC 2019-07-30, 2019-08-22, 2019-09-20-23
Tested on: clang 8.0.1, Jenkins

This was SVN commit r23020.
2019-09-30 14:08:14 +00:00

127 lines
3.4 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "IGUITextOwner.h"
#include "gui/CGUI.h"
#include "gui/CGUIString.h"
#include <math.h>
IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
: m_pObject(pObject),
m_GeneratedTextsValid()
{
}
IGUITextOwner::~IGUITextOwner()
{
}
CGUIText& IGUITextOwner::AddText()
{
m_GeneratedTexts.emplace_back();
return m_GeneratedTexts.back();
}
CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
{
// Avoids a move constructor
m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, &m_pObject);
return m_GeneratedTexts.back();
}
void IGUITextOwner::HandleMessage(SGUIMessage& Message)
{
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
// Everything that can change the visual appearance.
// it is assumed that the text of the object will be dependent on
// these. Although that is not certain, but one will have to manually
// change it and disregard this function.
// TODO Gee: (2004-09-07) Make sure this is all options that can affect the text.
if (Message.value == "size" || Message.value == "z" ||
Message.value == "absolute" || Message.value == "caption" ||
Message.value == "font" || Message.value == "textcolor" ||
Message.value == "text_align" || Message.value == "text_valign" ||
Message.value == "buffer_zone")
{
m_GeneratedTextsValid = false;
}
break;
default:
break;
}
}
void IGUITextOwner::UpdateCachedSize()
{
// update our text positions
m_GeneratedTextsValid = false;
}
void IGUITextOwner::UpdateText()
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
}
void IGUITextOwner::DrawText(size_t index, const CGUIColor& color, const CPos& pos, float z, const CRect& clipping)
{
UpdateText();
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), color, pos, z, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& TextPos, CGUIText& Text)
{
// The horizontal Alignment is now computed in GenerateText in order to not have to
// loop through all of the TextCall objects again.
TextPos.x = ObjSize.left;
switch (m_pObject.GetSetting<EVAlign>("text_valign"))
{
case EVAlign_Top:
TextPos.y = ObjSize.top;
break;
case EVAlign_Center:
// Round to integer pixel values, else the fonts look awful
TextPos.y = floorf(ObjSize.CenterPoint().y - Text.GetSize().cy / 2.f);
break;
case EVAlign_Bottom:
TextPos.y = ObjSize.bottom - Text.GetSize().cy;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
break;
}
}
bool IGUITextOwner::MouseOverIcon()
{
return false;
}