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forked from 0ad/0ad
0ad/source/gui/CGUIText.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

281 lines
6.8 KiB
C++

/* Copyright (C) 2022 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/>.
*/
#ifndef INCLUDED_GUITEXT
#define INCLUDED_GUITEXT
#include "gui/CGUISprite.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "gui/SettingTypes/EAlign.h"
#include "maths/Rect.h"
#include "maths/Size2D.h"
#include "maths/Vector2D.h"
#include "ps/CStrIntern.h"
#include <array>
#include <list>
#include <vector>
class CCanvas2D;
class CGUI;
class CGUIString;
class IGUIObject;
struct SGenerateTextImage;
using SGenerateTextImages = std::array<std::vector<SGenerateTextImage>, 2>;
/**
* An CGUIText object is a parsed string, divided into
* text-rendering components. Each component, being a
* call to the Renderer. For instance, if you by tags
* change the color, then the GUI will have to make
* individual calls saying it want that color on the
* text.
*
* For instance:
* "Hello [b]there[/b] bunny!"
*
* That without word-wrapping would mean 3 components.
* i.e. 3 calls to CRenderer. One drawing "Hello",
* one drawing "there" in bold, and one drawing "bunny!".
*/
class CGUIText
{
public:
/**
* A sprite call to the CRenderer
*/
struct SSpriteCall
{
// The CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache
NONCOPYABLE(SSpriteCall);
MOVABLE(SSpriteCall);
SSpriteCall() {}
/**
* Size and position of sprite
*/
CRect m_Area;
/**
* Sprite from global GUI sprite database.
*/
CGUISpriteInstance m_Sprite;
};
/**
* A text call to the CRenderer
*/
struct STextCall
{
NONCOPYABLE(STextCall);
MOVABLE(STextCall);
STextCall() :
m_UseCustomColor(false),
m_Bold(false), m_Italic(false), m_Underlined(false),
m_pSpriteCall(nullptr) {}
/**
* Position
*/
CVector2D m_Pos;
/**
* Size
*/
CSize2D m_Size;
/**
* The string that is suppose to be rendered.
*/
CStrW m_String;
/**
* Use custom color? If true then m_Color is used,
* else the color inputted will be used.
*/
bool m_UseCustomColor;
/**
* Color setup
*/
CGUIColor m_Color;
/**
* Font name
*/
CStrIntern m_Font;
/**
* Settings
*/
bool m_Bold, m_Italic, m_Underlined;
/**
* Tooltip text
*/
CStrW m_Tooltip;
/**
* *IF* an icon, then this is not nullptr.
*/
std::list<SSpriteCall>::pointer m_pSpriteCall;
};
// The SSpriteCall CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache.
// Also take advantage of exchanging the containers directly with move semantics.
NONCOPYABLE(CGUIText);
MOVABLE(CGUIText);
/**
* Generates empty text.
*/
CGUIText() = default;
/**
* Generate a CGUIText object from the inputted string.
* The function will break down the string and its
* tags to calculate exactly which rendering queries
* will be sent to the Renderer. Also, horizontal alignment
* is taken into acount in this method but NOT vertical alignment.
*
* @param string Text to generate CGUIText object from.
* @param font Default font, notice both Default color and default font
* can be changed by tags.
* @param width Width, 0 if no word-wrapping.
* @param bufferZone Space between text and edge, and space between text and images.
* @param align Horizontal alignment (left / center / right).
* @param pObject Optional parameter for error output. Used *only* if error parsing fails,
* and we need to be able to output which object the error occurred in to aid the user.
*/
CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject);
/**
* Draw this CGUIText object
*/
void Draw(CGUI& pGUI, CCanvas2D& canvas, const CGUIColor& DefaultColor, const CVector2D& pos, CRect clipping) const;
const CSize2D& GetSize() const { return m_Size; }
const std::list<SSpriteCall>& GetSpriteCalls() const { return m_SpriteCalls; }
const std::vector<STextCall>& GetTextCalls() const { return m_TextCalls; }
// Helper functions of the constructor
bool ProcessLine(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& font,
const IGUIObject* pObject,
const SGenerateTextImages& images,
const EAlign align,
const float prelimLineHeight,
const float width,
const float bufferZone,
bool& firstLine,
float& y,
int& i,
int& from);
void SetupSpriteCalls(
const CGUI& pGUI,
const std::array<std::vector<CStr>, 2>& feedbackImages,
const float y,
const float width,
const float bufferZone,
const int i,
const int posLastImage,
SGenerateTextImages& images);
float GetLineOffset(
const EAlign align,
const float widthRangeFrom,
const float widthRangeTo,
const CSize2D& lineSize) const;
void ComputeLineRange(
const SGenerateTextImages& images,
const float y,
const float width,
const float prelimLineHeight,
float& widthRangeFrom,
float& widthRangeTo) const;
void ComputeLineSize(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& font,
const bool firstLine,
const float width,
const float widthRangeFrom,
const float widthRangeTo,
const int i,
const int tempFrom,
CSize2D& lineSize) const;
bool AssembleCalls(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& font,
const IGUIObject* pObject,
const bool firstLine,
const float width,
const float widthRangeTo,
const float dx,
const float y,
const int tempFrom,
const int i,
int& from);
/**
* List of TextCalls, for instance "Hello", "there!"
*/
std::vector<STextCall> m_TextCalls;
/**
* List of sprites, or "icons" that should be rendered
* along with the text.
*/
std::list<SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
// so that we can point to elements.
/**
* Width and height of the whole output, used when setting up
* scrollbars and such.
*/
CSize2D m_Size;
};
struct SGenerateTextImage
{
// The image's starting location in Y
float m_YFrom;
// The image's end location in Y
float m_YTo;
// The image width in other words
float m_Indentation;
void SetupSpriteCall(
const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y,
const CSize2D& size, const CStr& textureName, const float bufferZone);
};
#endif // INCLUDED_GUITEXT