/* 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 "IGUITextOwner.h" #include "gui/CGUI.h" #include "gui/CGUIString.h" #include "gui/scripting/JSInterface_IGUITextOwner.h" #include IGUITextOwner::IGUITextOwner(CGUI& pGUI) : IGUIObject(pGUI), m_GeneratedTextsValid(false) { } IGUITextOwner::~IGUITextOwner() { } void IGUITextOwner::CreateJSObject() { IGUIObject::CreateJSObject(); JSI_IGUITextOwner::RegisterScriptFunctions( m_pGUI.GetScriptInterface()->GetContext(), m_JSObject); } 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, const IGUIObject* pObject) { // Avoids a move constructor m_GeneratedTexts.emplace_back(m_pGUI, Text, Font, Width, BufferZone, 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() { // 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"); m_GeneratedTexts.at(index).Draw(m_pGUI, 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 (GetSetting("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; } } CSize IGUITextOwner::CalculateTextSize() { if (!m_GeneratedTextsValid) { SetupText(); m_GeneratedTextsValid = true; } if (m_GeneratedTexts.empty()) return CSize(); // GUI Object types that use multiple texts may override this function. return m_GeneratedTexts[0].GetSize(); } bool IGUITextOwner::MouseOverIcon() { return false; }