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forked from 0ad/0ad
0ad/source/gui/IGUITextOwner.cpp
historic_bruno 8a2baec240 Fixes multiline text alignment, fixes #723. Patch by kingadami.
Adds text alignment to tooltips, fixes text alignment for dropdowns.

This was SVN commit r13051.
2013-01-06 01:46:44 +00:00

132 lines
3.4 KiB
C++

/* Copyright (C) 2013 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/>.
*/
/*
IGUITextOwner
*/
#include "precompiled.h"
#include "GUI.h"
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
IGUITextOwner::IGUITextOwner() : m_GeneratedTextsValid(false)
{
}
IGUITextOwner::~IGUITextOwner()
{
// Delete all generated texts.
std::vector<SGUIText*>::iterator it;
for (it=m_GeneratedTexts.begin(); it!=m_GeneratedTexts.end(); ++it)
{
delete *it;
}
}
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 == "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(int index, const CColor& color, const CPos& pos, float z, const CRect& clipping)
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
if (index < 0 || index >= (int)m_GeneratedTexts.size())
{
debug_warn(L"Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
return;
}
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;
}