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forked from 0ad/0ad
0ad/source/gui/GUITooltip.cpp

320 lines
8.2 KiB
C++

/* Copyright (C) 2021 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 "GUITooltip.h"
#include "gui/CGUI.h"
#include "gui/ObjectTypes/CTooltip.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
/*
Tooltips:
When holding the mouse stationary over an object for some amount of time,
the tooltip is displayed. If the mouse moves off that object, the tooltip
disappears. If the mouse re-enters an object within a short time, the new
tooltip is displayed immediately. (This lets you run the mouse across a
series of buttons, without waiting ages for the text to pop up every time.)
See Visual Studio's toolbar buttons for an example.
Implemented as a state machine:
(where "*" lines are checked constantly, and "<" lines are handled
on entry to that state)
IN MOTION
* If the mouse stops, check whether it should have a tooltip and move to
'STATIONARY, NO TOOLTIP' or 'STATIONARY, TOOLIP'
* If the mouse enters an object with a tooltip delay of 0, switch to 'SHOWING'
STATIONARY, NO TOOLTIP
* If the mouse moves, switch to 'IN MOTION'
STATIONARY, TOOLTIP
< Set target time = now + tooltip time
* If the mouse moves, switch to 'IN MOTION'
* If now > target time, switch to 'SHOWING'
SHOWING
< Start displaying the tooltip
* If the mouse leaves the object, check whether the new object has a tooltip
and switch to 'SHOWING' or 'COOLING'
COOLING (since I can't think of a better name)
< Stop displaying the tooltip
< Set target time = now + cooldown time
* If the mouse has moved and is over a tooltipped object, switch to 'SHOWING'
* If now > target time, switch to 'STATIONARY, NO TOOLTIP'
*/
enum
{
ST_IN_MOTION,
ST_STATIONARY_NO_TOOLTIP,
ST_STATIONARY_TOOLTIP,
ST_SHOWING,
ST_COOLING
};
GUITooltip::GUITooltip()
: m_State(ST_IN_MOTION), m_PreviousObject(nullptr), m_PreviousTooltipName()
{
}
const double CooldownTime = 0.25; // TODO: Don't hard-code this value
bool GUITooltip::GetTooltip(IGUIObject* obj, CStr& style)
{
if (!obj)
return false;
if (obj->GetTooltipText().empty())
return false;
style = obj->GetTooltipStyle();
if (style.empty())
style = "default";
return true;
}
void GUITooltip::ShowTooltip(IGUIObject* obj, const CVector2D& pos, const CStr& style, CGUI& pGUI)
{
ENSURE(obj);
if (style.empty())
return;
// Objects in __tooltip_ are guaranteed to be CTooltip* by the engine.
CTooltip* tooltipobj = static_cast<CTooltip*>(pGUI.FindObjectByName("__tooltip_" + style));
if (!tooltipobj || !tooltipobj->SettingExists("use_object"))
{
LOGERROR("Cannot find tooltip named '%s'", style.c_str());
return;
}
IGUIObject* usedobj; // object actually used to display the tooltip in.
const CStr& usedObjectName = tooltipobj->GetUsedObject();
if (usedObjectName.empty())
{
usedobj = tooltipobj;
tooltipobj->SetMousePos(pos);
}
else
{
usedobj = pGUI.FindObjectByName(usedObjectName);
if (!usedobj)
{
LOGERROR("Cannot find object named '%s' used by tooltip '%s'", usedObjectName.c_str(), style.c_str());
return;
}
}
if (usedobj->SettingExists("caption"))
{
const CStrW& text = obj->GetTooltipText();
usedobj->SetSettingFromString("caption", text, true);
}
else
{
LOGERROR("Object '%s' used by tooltip '%s' must have a caption setting!", usedobj->GetPresentableName().c_str(), style.c_str());
return;
}
usedobj->SetHidden(false);
}
void GUITooltip::HideTooltip(const CStr& style, CGUI& pGUI)
{
if (style.empty())
return;
// Objects in __tooltip_ are guaranteed to be CTooltip* by the engine.
CTooltip* tooltipobj = static_cast<CTooltip*>(pGUI.FindObjectByName("__tooltip_" + style));
if (!tooltipobj || !tooltipobj->SettingExists("use_object") || !tooltipobj->SettingExists("hide_object"))
{
LOGERROR("Cannot find tooltip named '%s' or it is not a tooltip", style.c_str());
return;
}
const CStr& usedObjectName = tooltipobj->GetUsedObject();
if (!usedObjectName.empty())
{
IGUIObject* usedobj = pGUI.FindObjectByName(usedObjectName);
if (usedobj && usedobj->SettingExists("caption"))
{
usedobj->SetSettingFromString("caption", L"", true);
}
else
{
LOGERROR("Object named '%s' used by tooltip '%s' does not exist or does not have a caption setting!", usedObjectName.c_str(), style.c_str());
return;
}
if (tooltipobj->ShouldHideObject())
usedobj->SetHidden(true);
}
else
tooltipobj->SetHidden(true);
}
static i32 GetTooltipDelay(const CStr& style, CGUI& pGUI)
{
// Objects in __tooltip_ are guaranteed to be CTooltip* by the engine.
CTooltip* tooltipobj = static_cast<CTooltip*>(pGUI.FindObjectByName("__tooltip_" + style));
if (!tooltipobj)
{
LOGERROR("Cannot find tooltip object named '%s'", style.c_str());
return 500;
}
return tooltipobj->GetTooltipDelay();
}
void GUITooltip::Update(IGUIObject* Nearest, const CVector2D& MousePos, CGUI& GUI)
{
// Called once per frame, so efficiency isn't vital
double now = timer_Time();
CStr style;
int nextstate = -1;
switch (m_State)
{
case ST_IN_MOTION:
if (MousePos == m_PreviousMousePos)
{
if (GetTooltip(Nearest, style))
nextstate = ST_STATIONARY_TOOLTIP;
else
nextstate = ST_STATIONARY_NO_TOOLTIP;
}
else
{
// Check for movement onto a zero-delayed tooltip
if (GetTooltip(Nearest, style) && GetTooltipDelay(style, GUI)==0)
{
// Reset any previous tooltips completely
//m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
HideTooltip(m_PreviousTooltipName, GUI);
nextstate = ST_SHOWING;
}
}
break;
case ST_STATIONARY_NO_TOOLTIP:
if (MousePos != m_PreviousMousePos)
nextstate = ST_IN_MOTION;
break;
case ST_STATIONARY_TOOLTIP:
if (MousePos != m_PreviousMousePos)
nextstate = ST_IN_MOTION;
else if (now >= m_Time)
{
// Make sure the tooltip still exists
if (GetTooltip(Nearest, style))
nextstate = ST_SHOWING;
else
{
// Failed to retrieve style - the object has probably been
// altered, so just restart the process
nextstate = ST_IN_MOTION;
}
}
break;
case ST_SHOWING:
// Handle sub-object tooltips.
if (Nearest == m_PreviousObject)
{
// Still showing the same object's tooltip, but the text might have changed
if (GetTooltip(Nearest, style))
ShowTooltip(Nearest, MousePos, style, GUI);
else
nextstate = ST_COOLING;
}
else
{
// Mouse moved onto a new object
if (GetTooltip(Nearest, style))
{
CStr style_old;
// If we're displaying a tooltip with no delay, then we want to
// reset so that other object that should have delay can't
// "ride this tail", it have to wait.
// Notice that this doesn't apply to when you go from one delay=0
// to another delay=0
if (GetTooltip(m_PreviousObject, style_old) && GetTooltipDelay(style_old, GUI) == 0 &&
GetTooltipDelay(style, GUI) != 0)
{
HideTooltip(m_PreviousTooltipName, GUI);
nextstate = ST_IN_MOTION;
}
else
{
// Hide old scrollbar
HideTooltip(m_PreviousTooltipName, GUI);
nextstate = ST_SHOWING;
}
}
else
nextstate = ST_COOLING;
}
break;
case ST_COOLING:
if (GetTooltip(Nearest, style))
nextstate = ST_SHOWING;
else if (now >= m_Time)
nextstate = ST_IN_MOTION;
break;
}
// Handle state-entry code:
if (nextstate != -1)
{
switch (nextstate)
{
case ST_STATIONARY_TOOLTIP:
m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
break;
case ST_SHOWING:
ShowTooltip(Nearest, MousePos, style, GUI);
m_PreviousTooltipName = style;
break;
case ST_COOLING:
HideTooltip(m_PreviousTooltipName, GUI);
m_Time = now + CooldownTime;
break;
}
m_State = nextstate;
}
m_PreviousMousePos = MousePos;
m_PreviousObject = Nearest;
}