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forked from 0ad/0ad
0ad/source/gui/CList.cpp
elexis 1bc6d778bb Delete GUI.h umbrella include following 8d0cb1b954.
Differential Revision: https://code.wildfiregames.com/D2304
Tested on: clang 8.0.1., VS2015, Jenkins
Comments By: Vladislav, Angen, Stan
Tested by: Angen
This was SVN commit r22941.
2019-09-20 13:11:18 +00:00

486 lines
12 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CList.h"
#include "gui/CGUI.h"
#include "gui/CGUIColor.h"
#include "gui/CGUIList.h"
#include "gui/CGUIScrollBarVertical.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/timer.h"
CList::CList(CGUI& pGUI)
: IGUIObject(pGUI), IGUITextOwner(pGUI), IGUIScrollBarOwner(pGUI),
m_Modified(false), m_PrevSelectedItem(-1), m_LastItemClickTime(0)
{
// Add sprite_disabled! TODO
AddSetting<float>("buffer_zone");
AddSetting<CStrW>("font");
AddSetting<bool>("scrollbar");
AddSetting<CStr>("scrollbar_style");
AddSetting<CStrW>("sound_disabled");
AddSetting<CStrW>("sound_selected");
AddSetting<CGUISpriteInstance>("sprite");
AddSetting<CGUISpriteInstance>("sprite_selectarea");
AddSetting<i32>("cell_id");
AddSetting<EAlign>("text_align");
AddSetting<CGUIColor>("textcolor");
AddSetting<CGUIColor>("textcolor_selected");
AddSetting<i32>("selected"); // Index selected. -1 is none.
AddSetting<bool>("auto_scroll");
AddSetting<i32>("hovered");
AddSetting<CStrW>("tooltip");
AddSetting<CStr>("tooltip_style");
// Each list item has both a name (in 'list') and an associated data string (in 'list_data')
AddSetting<CGUIList>("list");
AddSetting<CGUIList>("list_data");
SetSetting<bool>("scrollbar", false, true);
SetSetting<i32>("selected", -1, true);
SetSetting<i32>("hovered", -1, true);
SetSetting<bool>("auto_scroll", false, true);
// Add scroll-bar
CGUIScrollBarVertical* bar = new CGUIScrollBarVertical(pGUI);
bar->SetRightAligned(true);
AddScrollBar(bar);
}
CList::~CList()
{
}
void CList::SetupText()
{
m_Modified = true;
const CGUIList& pList = GetSetting<CGUIList>("list");
//ENSURE(m_GeneratedTexts.size()>=1);
m_ItemsYPositions.resize(pList.m_Items.size() + 1);
// Delete all generated texts. Some could probably be saved,
// but this is easier, and this function will never be called
// continuously, or even often, so it'll probably be okay.
m_GeneratedTexts.clear();
const CStrW& font = GetSetting<CStrW>("font");
const bool scrollbar = GetSetting<bool>("scrollbar");
float width = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
const float buffer_zone = GetSetting<float>("buffer_zone");
// Generate texts
float buffered_y = 0.f;
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
CGUIText* text;
if (!pList.m_Items[i].GetOriginalString().empty())
text = &AddText(pList.m_Items[i], font, width, buffer_zone, this);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
text = &AddText(align_string, font, width, buffer_zone, this);
}
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->GetSize().cy;
}
m_ItemsYPositions[pList.m_Items.size()] = buffered_y;
// Setup scrollbar
if (scrollbar)
{
GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
GetScrollBar(0).SetScrollSpace(GetListRect().GetHeight());
CRect rect = GetListRect();
GetScrollBar(0).SetX(rect.right);
GetScrollBar(0).SetY(rect.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(rect.bottom - rect.top);
}
}
void CList::HandleMessage(SGUIMessage& Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
m_Modified = false;
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "list")
SetupText();
// If selected is changed, call "SelectionChange"
if (Message.value == "selected")
{
// TODO: Check range
if (GetSetting<bool>("auto_scroll"))
UpdateAutoScroll();
// TODO only works if lower-case, shouldn't it be made case sensitive instead?
ScriptEvent("selectionchange");
}
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
GetScrollBar(0).SetScrollBarStyle(GetSetting<CStr>(Message.value));
SetupText();
}
break;
case GUIM_MOUSE_PRESS_LEFT:
{
if (!GetSetting<bool>("enabled"))
{
PlaySound("sound_disabled");
break;
}
int hovered = GetHoveredItem();
if (hovered == -1)
break;
SetSetting<i32>("selected", hovered, true);
UpdateAutoScroll();
PlaySound("sound_selected");
if (timer_Time() - m_LastItemClickTime < SELECT_DBLCLICK_RATE && hovered == m_PrevSelectedItem)
this->SendEvent(GUIM_MOUSE_DBLCLICK_LEFT_ITEM, "mouseleftdoubleclickitem");
else
this->SendEvent(GUIM_MOUSE_PRESS_LEFT_ITEM, "mouseleftclickitem");
m_LastItemClickTime = timer_Time();
m_PrevSelectedItem = hovered;
break;
}
case GUIM_MOUSE_LEAVE:
{
if (GetSetting<i32>("hovered") == -1)
break;
SetSetting<i32>("hovered", -1, true);
ScriptEvent("hoverchange");
break;
}
case GUIM_MOUSE_OVER:
{
int hovered = GetHoveredItem();
if (hovered == GetSetting<i32>("hovered"))
break;
SetSetting<i32>("hovered", hovered, true);
ScriptEvent("hoverchange");
break;
}
case GUIM_LOAD:
{
GetScrollBar(0).SetScrollBarStyle(GetSetting<CStr>("scrollbar_style"));
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev)
{
InReaction result = IN_PASS;
if (ev->ev.type == SDL_KEYDOWN)
{
int szChar = ev->ev.key.keysym.sym;
switch (szChar)
{
case SDLK_HOME:
SelectFirstElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_END:
SelectLastElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_UP:
SelectPrevElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_DOWN:
SelectNextElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_PAGEUP:
GetScrollBar(0).ScrollMinusPlenty();
result = IN_HANDLED;
break;
case SDLK_PAGEDOWN:
GetScrollBar(0).ScrollPlusPlenty();
result = IN_HANDLED;
break;
default: // Do nothing
result = IN_PASS;
}
}
return result;
}
void CList::Draw()
{
DrawList(GetSetting<i32>("selected"), "sprite", "sprite_selectarea", "textcolor");
}
void CList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
const bool scrollbar = GetSetting<bool>("scrollbar");
if (scrollbar)
IGUIScrollBarOwner::Draw();
{
CRect rect = GetListRect();
CGUISpriteInstance& sprite = GetSetting<CGUISpriteInstance>(_sprite);
CGUISpriteInstance& sprite_selectarea = GetSetting<CGUISpriteInstance>(_sprite_selected);
const int cell_id = GetSetting<i32>("cell_id");
m_pGUI.DrawSprite(sprite, cell_id, bz, rect);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
if (selected >= 0 && selected+1 < (int)m_ItemsYPositions.size())
{
// Get rectangle of selection:
CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rect_sel.top <= rect.bottom &&
rect_sel.bottom >= rect.top)
{
if (rect_sel.bottom > rect.bottom)
rect_sel.bottom = rect.bottom;
if (rect_sel.top < rect.top)
rect_sel.top = rect.top;
if (scrollbar)
{
// Remove any overlapping area of the scrollbar.
if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
rect_sel.right = GetScrollBar(0).GetOuterRect().left;
if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
rect_sel.left < GetScrollBar(0).GetOuterRect().right)
rect_sel.left = GetScrollBar(0).GetOuterRect().right;
}
m_pGUI.DrawSprite(sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
const CGUIList& pList = GetSetting<CGUIList>("list");
const CGUIColor& color = GetSetting<CGUIColor>(_textcolor);
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
if (m_ItemsYPositions[i+1] - scroll < 0 ||
m_ItemsYPositions[i] - scroll > rect.GetHeight())
continue;
// Clipping area (we'll have to substract the scrollbar)
CRect cliparea = GetListRect();
if (scrollbar)
{
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz + 0.1f, cliparea);
}
}
}
void CList::AddItem(const CStrW& str, const CStrW& data)
{
CGUIString gui_string;
gui_string.SetValue(str);
// Do not send a settings-changed message
CGUIList& pList = GetSetting<CGUIList>("list");
pList.m_Items.push_back(gui_string);
CGUIString data_string;
data_string.SetValue(data);
CGUIList& pListData = GetSetting<CGUIList>("list_data");
pListData.m_Items.push_back(data_string);
// TODO Temp
SetupText();
}
bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
{
int elmt_item = pFile->GetElementID("item");
if (child.GetNodeName() == elmt_item)
{
AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
return true;
}
return false;
}
void CList::SelectNextElement()
{
int selected = GetSetting<i32>("selected");
const CGUIList& pList = GetSetting<CGUIList>("list");
if (selected != static_cast<int>(pList.m_Items.size()) - 1)
{
++selected;
SetSetting<i32>("selected", selected, true);
PlaySound("sound_selected");
}
}
void CList::SelectPrevElement()
{
int selected = GetSetting<i32>("selected");
if (selected > 0)
{
--selected;
SetSetting<i32>("selected", selected, true);
PlaySound("sound_selected");
}
}
void CList::SelectFirstElement()
{
if (GetSetting<i32>("selected") >= 0)
SetSetting<i32>("selected", 0, true);
}
void CList::SelectLastElement()
{
const CGUIList& pList = GetSetting<CGUIList>("list");
const int index = static_cast<int>(pList.m_Items.size()) - 1;
if (GetSetting<i32>("selected") != index)
SetSetting<i32>("selected", index, true);
}
void CList::UpdateAutoScroll()
{
const int selected = GetSetting<i32>("selected");
const bool scrollbar = GetSetting<bool>("scrollbar");
// No scrollbar, no scrolling (at least it's not made to work properly).
if (!scrollbar || selected < 0 || static_cast<std::size_t>(selected) >= m_ItemsYPositions.size())
return;
float scroll = GetScrollBar(0).GetPos();
// Check upper boundary
if (m_ItemsYPositions[selected] < scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[selected]);
return; // this means, if it wants to align both up and down at the same time
// this will have precedence.
}
// Check lower boundary
CRect rect = GetListRect();
if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll)
GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight());
}
int CList::GetHoveredItem()
{
const bool scrollbar = GetSetting<bool>("scrollbar");
const float scroll = scrollbar ? GetScrollBar(0).GetPos() : 0.f;
const CRect& rect = GetListRect();
CPos mouse = m_pGUI.GetMousePos();
mouse.y += scroll;
// Mouse is over scrollbar
if (scrollbar && GetScrollBar(0).IsVisible() &&
mouse.x >= GetScrollBar(0).GetOuterRect().left &&
mouse.x <= GetScrollBar(0).GetOuterRect().right)
return -1;
const CGUIList& pList = GetSetting<CGUIList>("list");
for (size_t i = 0; i < pList.m_Items.size(); ++i)
if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
mouse.y < rect.top + m_ItemsYPositions[i + 1])
return i;
return -1;
}