elexis
6db0f91823
Differential Revision: https://code.wildfiregames.com/D2345 Tested on: gcc 9.1.0 Comments By: Vladislav This was SVN commit r23028.
345 lines
8.8 KiB
C++
345 lines
8.8 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GUITooltip.h"
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#include "gui/CGUI.h"
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#include "gui/ObjectBases/IGUIObject.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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/*
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Tooltips:
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When holding the mouse stationary over an object for some amount of time,
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the tooltip is displayed. If the mouse moves off that object, the tooltip
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disappears. If the mouse re-enters an object within a short time, the new
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tooltip is displayed immediately. (This lets you run the mouse across a
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series of buttons, without waiting ages for the text to pop up every time.)
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See Visual Studio's toolbar buttons for an example.
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Implemented as a state machine:
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(where "*" lines are checked constantly, and "<" lines are handled
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on entry to that state)
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IN MOTION
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* If the mouse stops, check whether it should have a tooltip and move to
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'STATIONARY, NO TOOLTIP' or 'STATIONARY, TOOLIP'
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* If the mouse enters an object with a tooltip delay of 0, switch to 'SHOWING'
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STATIONARY, NO TOOLTIP
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* If the mouse moves, switch to 'IN MOTION'
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STATIONARY, TOOLTIP
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< Set target time = now + tooltip time
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* If the mouse moves, switch to 'IN MOTION'
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* If now > target time, switch to 'SHOWING'
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SHOWING
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< Start displaying the tooltip
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* If the mouse leaves the object, check whether the new object has a tooltip
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and switch to 'SHOWING' or 'COOLING'
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COOLING (since I can't think of a better name)
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< Stop displaying the tooltip
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< Set target time = now + cooldown time
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* If the mouse has moved and is over a tooltipped object, switch to 'SHOWING'
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* If now > target time, switch to 'STATIONARY, NO TOOLTIP'
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*/
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enum
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{
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ST_IN_MOTION,
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ST_STATIONARY_NO_TOOLTIP,
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ST_STATIONARY_TOOLTIP,
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ST_SHOWING,
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ST_COOLING
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};
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GUITooltip::GUITooltip()
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: m_State(ST_IN_MOTION), m_PreviousObject(nullptr), m_PreviousTooltipName()
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{
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}
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const double CooldownTime = 0.25; // TODO: Don't hard-code this value
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bool GUITooltip::GetTooltip(IGUIObject* obj, CStr& style)
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{
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if (obj && obj->SettingExists("_icon_tooltip_style") && obj->MouseOverIcon())
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{
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style = obj->GetSetting<CStr>("_icon_tooltip_style");
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if (!obj->GetSetting<CStrW>("_icon_tooltip").empty())
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{
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if (style.empty())
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style = "default";
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m_IsIconTooltip = true;
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return true;
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}
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}
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if (obj && obj->SettingExists("tooltip_style"))
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{
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style = obj->GetSetting<CStr>("tooltip_style");
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if (!obj->GetSetting<CStrW>("tooltip").empty())
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{
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if (style.empty())
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style = "default";
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m_IsIconTooltip = false;
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return true;
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}
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}
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return false;
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}
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void GUITooltip::ShowTooltip(IGUIObject* obj, const CPos& pos, const CStr& style, CGUI& pGUI)
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{
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ENSURE(obj);
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if (style.empty())
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return;
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// Must be a CTooltip*
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IGUIObject* tooltipobj = pGUI.FindObjectByName("__tooltip_" + style);
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if (!tooltipobj || !tooltipobj->SettingExists("use_object"))
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{
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LOGERROR("Cannot find tooltip named '%s'", style.c_str());
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return;
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}
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IGUIObject* usedobj; // object actually used to display the tooltip in
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const CStr& usedObjectName = tooltipobj->GetSetting<CStr>("use_object");
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if (usedObjectName.empty())
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{
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usedobj = tooltipobj;
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if (usedobj->SettingExists("_mousepos"))
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{
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usedobj->SetSetting<CPos>("_mousepos", pos, true);
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}
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else
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{
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LOGERROR("Object '%s' used by tooltip '%s' isn't a tooltip object!", usedObjectName.c_str(), style.c_str());
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return;
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}
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}
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else
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{
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usedobj = pGUI.FindObjectByName(usedObjectName);
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if (!usedobj)
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{
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LOGERROR("Cannot find object named '%s' used by tooltip '%s'", usedObjectName.c_str(), style.c_str());
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return;
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}
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}
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if (usedobj->SettingExists("caption"))
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{
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const CStrW& text = obj->GetSetting<CStrW>(m_IsIconTooltip ? "_icon_tooltip" : "tooltip");
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usedobj->SetSettingFromString("caption", text, true);
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}
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else
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{
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LOGERROR("Object '%s' used by tooltip '%s' must have a caption setting!", usedobj->GetPresentableName().c_str(), style.c_str());
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return;
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}
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// Every IGUIObject has a "hidden" setting
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usedobj->SetSetting<bool>("hidden", false, true);
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}
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void GUITooltip::HideTooltip(const CStr& style, CGUI& pGUI)
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{
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if (style.empty())
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return;
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// Must be a CTooltip*
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IGUIObject* tooltipobj = pGUI.FindObjectByName("__tooltip_" + style);
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if (!tooltipobj || !tooltipobj->SettingExists("use_object") || !tooltipobj->SettingExists("hide_object"))
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{
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LOGERROR("Cannot find tooltip named '%s' or it is not a tooltip", style.c_str());
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return;
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}
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const CStr& usedObjectName = tooltipobj->GetSetting<CStr>("use_object");
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if (!usedObjectName.empty())
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{
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IGUIObject* usedobj = pGUI.FindObjectByName(usedObjectName);
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if (usedobj && usedobj->SettingExists("caption"))
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{
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usedobj->SetSettingFromString("caption", L"", true);
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}
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else
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{
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LOGERROR("Object named '%s' used by tooltip '%s' does not exist or does not have a caption setting!", usedObjectName.c_str(), style.c_str());
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return;
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}
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if (tooltipobj->GetSetting<bool>("hide_object"))
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// Every IGUIObject has a "hidden" setting
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usedobj->SetSetting<bool>("hidden", true, true);
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}
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else
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tooltipobj->SetSetting<bool>("hidden", true, true);
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}
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static i32 GetTooltipDelay(const CStr& style, CGUI& pGUI)
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{
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// Must be a CTooltip*
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IGUIObject* tooltipobj = pGUI.FindObjectByName("__tooltip_" + style);
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if (!tooltipobj)
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{
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LOGERROR("Cannot find tooltip object named '%s'", style.c_str());
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return 500;
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}
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return tooltipobj->GetSetting<i32>("delay");
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}
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void GUITooltip::Update(IGUIObject* Nearest, const CPos& MousePos, CGUI& GUI)
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{
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// Called once per frame, so efficiency isn't vital
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double now = timer_Time();
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CStr style;
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int nextstate = -1;
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switch (m_State)
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{
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case ST_IN_MOTION:
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if (MousePos == m_PreviousMousePos)
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{
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if (GetTooltip(Nearest, style))
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nextstate = ST_STATIONARY_TOOLTIP;
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else
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nextstate = ST_STATIONARY_NO_TOOLTIP;
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}
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else
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{
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// Check for movement onto a zero-delayed tooltip
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if (GetTooltip(Nearest, style) && GetTooltipDelay(style, GUI)==0)
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{
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// Reset any previous tooltips completely
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//m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_SHOWING;
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}
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}
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break;
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case ST_STATIONARY_NO_TOOLTIP:
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if (MousePos != m_PreviousMousePos)
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nextstate = ST_IN_MOTION;
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break;
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case ST_STATIONARY_TOOLTIP:
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if (MousePos != m_PreviousMousePos)
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nextstate = ST_IN_MOTION;
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else if (now >= m_Time)
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{
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// Make sure the tooltip still exists
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if (GetTooltip(Nearest, style))
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nextstate = ST_SHOWING;
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else
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{
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// Failed to retrieve style - the object has probably been
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// altered, so just restart the process
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nextstate = ST_IN_MOTION;
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}
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}
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break;
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case ST_SHOWING:
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// Handle special case of icon tooltips
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if (Nearest == m_PreviousObject && (!m_IsIconTooltip || Nearest->MouseOverIcon()))
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{
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// Still showing the same object's tooltip, but the text might have changed
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if (GetTooltip(Nearest, style))
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ShowTooltip(Nearest, MousePos, style, GUI);
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}
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else
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{
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// Mouse moved onto a new object
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if (GetTooltip(Nearest, style))
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{
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CStr style_old;
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// If we're displaying a tooltip with no delay, then we want to
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// reset so that other object that should have delay can't
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// "ride this tail", it have to wait.
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// Notice that this doesn't apply to when you go from one delay=0
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// to another delay=0
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if (GetTooltip(m_PreviousObject, style_old) && GetTooltipDelay(style_old, GUI) == 0 &&
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GetTooltipDelay(style, GUI) != 0)
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{
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_IN_MOTION;
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}
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else
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{
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// Hide old scrollbar
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_SHOWING;
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}
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}
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else
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nextstate = ST_COOLING;
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}
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break;
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case ST_COOLING:
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if (GetTooltip(Nearest, style))
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nextstate = ST_SHOWING;
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else if (now >= m_Time)
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nextstate = ST_IN_MOTION;
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break;
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}
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// Handle state-entry code:
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if (nextstate != -1)
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{
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switch (nextstate)
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{
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case ST_STATIONARY_TOOLTIP:
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m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
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break;
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case ST_SHOWING:
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ShowTooltip(Nearest, MousePos, style, GUI);
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m_PreviousTooltipName = style;
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break;
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case ST_COOLING:
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HideTooltip(m_PreviousTooltipName, GUI);
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m_Time = now + CooldownTime;
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break;
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}
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m_State = nextstate;
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}
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m_PreviousMousePos = MousePos;
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m_PreviousObject = Nearest;
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}
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