0ad/source/gui/IGUITextOwner.cpp
elexis 415939b59b Introduce CGUIColor type inheriting Color type and switch the GUI to exclusively use that.
The type differs from the Color type, because contrary to Color, it can
be created from a color predefined in the GUI page (such as "yellow").
Move this predefined color check to the new class instead of hardcoding
it in FromJSVal / ToJSVal, GUIUtil, JSInterface_IGUIObject and to
straighten the latter.

Delete fov_wedge_color from Minimap, unused since introduction in
5275dc862b.

This was SVN commit r22558.
2019-07-26 18:57:28 +00:00

116 lines
3.1 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 "gui/GUI.h"
IGUITextOwner::IGUITextOwner() : m_GeneratedTextsValid(false)
{
}
IGUITextOwner::~IGUITextOwner()
{
for (SGUIText* const& t : m_GeneratedTexts)
delete t;
}
void IGUITextOwner::AddText(SGUIText* text)
{
m_GeneratedTexts.push_back(text);
}
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()
{
// If an ancestor's size changed, this will let us intercept the change and
// update our text positions
IGUIObject::UpdateCachedSize();
m_GeneratedTextsValid = false;
}
void IGUITextOwner::DrawText(size_t index, const CGUIColor& color, const CPos& pos, float z, const CRect& clipping)
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
if (GetGUI())
GetGUI()->DrawText(*m_GeneratedTexts[index], color, pos, z, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& TextPos, SGUIText& Text)
{
EVAlign valign;
GUI<EVAlign>::GetSetting(this, "text_valign", valign);
// 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 (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.m_Size.cy/2.f);
break;
case EVAlign_Bottom:
TextPos.y = ObjSize.bottom - Text.m_Size.cy;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
break;
}
}
bool IGUITextOwner::MouseOverIcon()
{
return false;
}