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forked from 0ad/0ad
0ad/source/gui/COList.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

446 lines
13 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 "COList.h"
#include "gui/CGUI.h"
#include "gui/CGUIColor.h"
#include "gui/CGUIList.h"
#include "gui/IGUIScrollBar.h"
#include "i18n/L10n.h"
#include "ps/CLogger.h"
const float SORT_SPRITE_DIM = 16.0f;
const CPos COLUMN_SHIFT = CPos(0, 4);
COList::COList(CGUI& pGUI)
: CList(pGUI), IGUIObject(pGUI)
{
AddSetting<CGUISpriteInstance>("sprite_heading");
AddSetting<bool>("sortable"); // The actual sorting is done in JS for more versatility
AddSetting<CStr>("selected_column");
AddSetting<i32>("selected_column_order");
AddSetting<CGUISpriteInstance>("sprite_asc"); // Show the order of sorting
AddSetting<CGUISpriteInstance>("sprite_desc");
AddSetting<CGUISpriteInstance>("sprite_not_sorted");
}
void COList::SetupText()
{
const CGUIList& pList = GetSetting<CGUIList>("list");
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");
m_TotalAvailableColumnWidth = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
m_TotalAvailableColumnWidth -= GetScrollBar(0).GetStyle()->m_Width;
const float buffer_zone = GetSetting<float>("buffer_zone");
m_HeadingHeight = SORT_SPRITE_DIM; // At least the size of the sorting sprite
for (const COListColumn& column : m_Columns)
{
float width = column.m_Width;
if (column.m_Width > 0 && column.m_Width < 1)
width *= m_TotalAvailableColumnWidth;
CGUIString gui_string;
gui_string.SetValue(column.m_Heading);
const CGUIText& text = AddText(gui_string, font, width, buffer_zone, this);
m_HeadingHeight = std::max(m_HeadingHeight, text.GetSize().cy + COLUMN_SHIFT.y);
}
// Generate texts
float buffered_y = 0.f;
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
m_ItemsYPositions[i] = buffered_y;
float shift = 0.0f;
for (const COListColumn& column : m_Columns)
{
float width = column.m_Width;
if (column.m_Width > 0 && column.m_Width < 1)
width *= m_TotalAvailableColumnWidth;
CGUIList& pList_c = GetSetting<CGUIList>("list_" + column.m_Id);
CGUIText* text;
if (!pList_c.m_Items[i].GetOriginalString().empty())
text = &AddText(pList_c.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);
}
shift = std::max(shift, text->GetSize().cy);
}
buffered_y += shift;
}
m_ItemsYPositions[pList.m_Items.size()] = buffered_y;
if (scrollbar)
{
CRect rect = GetListRect();
GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
GetScrollBar(0).SetScrollSpace(rect.GetHeight());
GetScrollBar(0).SetX(rect.right);
GetScrollBar(0).SetY(rect.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(rect.bottom - rect.top);
}
}
CRect COList::GetListRect() const
{
return m_CachedActualSize + CRect(0, m_HeadingHeight, 0, 0);
}
void COList::HandleMessage(SGUIMessage& Message)
{
CList::HandleMessage(Message);
switch (Message.type)
{
// If somebody clicks on the column heading
case GUIM_MOUSE_PRESS_LEFT:
{
if (!GetSetting<bool>("sortable"))
return;
const CPos& mouse = m_pGUI.GetMousePos();
if (!m_CachedActualSize.PointInside(mouse))
return;
// Copies, so that these settings are only modfied via SetSettings later.
CStr selectedColumn = GetSetting<CStr>("selected_column");
int selectedColumnOrder = GetSetting<i32>("selected_column_order");
float xpos = 0;
for (const COListColumn& column : m_Columns)
{
if (GetSetting<bool>("hidden_" + column.m_Id))
continue;
float width = column.m_Width;
// Check if it's a decimal value, and if so, assume relative positioning.
if (column.m_Width < 1 && column.m_Width > 0)
width *= m_TotalAvailableColumnWidth;
CPos leftTopCorner = m_CachedActualSize.TopLeft() + CPos(xpos, 0);
if (mouse.x >= leftTopCorner.x &&
mouse.x < leftTopCorner.x + width &&
mouse.y < leftTopCorner.y + m_HeadingHeight)
{
if (column.m_Id != selectedColumn)
{
selectedColumnOrder = 1;
selectedColumn = column.m_Id;
}
else
selectedColumnOrder = -selectedColumnOrder;
SetSetting<CStr>("selected_column", selectedColumn, true);
SetSetting<i32>("selected_column_order", selectedColumnOrder, true);
ScriptEvent("selectioncolumnchange");
PlaySound("sound_selected");
return;
}
xpos += width;
}
return;
}
default:
return;
}
}
bool COList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
{
#define ELMT(x) int elmt_##x = pFile->GetElementID(#x)
#define ATTR(x) int attr_##x = pFile->GetAttributeID(#x)
ELMT(item);
ELMT(column);
ELMT(translatableAttribute);
ATTR(id);
ATTR(context);
if (child.GetNodeName() == elmt_item)
{
AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
return true;
}
else if (child.GetNodeName() == elmt_column)
{
COListColumn column;
bool hidden = false;
for (XMBAttribute attr : child.GetAttributes())
{
CStr attr_name(pFile->GetAttributeString(attr.Name));
CStr attr_value(attr.Value);
if (attr_name == "color")
{
if (!CGUI::ParseString<CGUIColor>(&m_pGUI, attr_value.FromUTF8(), column.m_TextColor))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
}
else if (attr_name == "id")
{
column.m_Id = attr_value;
}
else if (attr_name == "hidden")
{
if (!CGUI::ParseString<bool>(&m_pGUI, attr_value.FromUTF8(), hidden))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
}
else if (attr_name == "width")
{
float width;
if (!CGUI::ParseString<float>(&m_pGUI, attr_value.FromUTF8(), width))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else
{
// Check if it's a relative value, and save as decimal if so.
if (attr_value.find("%") != std::string::npos)
width = width / 100.f;
column.m_Width = width;
}
}
else if (attr_name == "heading")
{
column.m_Heading = attr_value.FromUTF8();
}
}
for (XMBElement grandchild : child.GetChildNodes())
{
if (grandchild.GetNodeName() != elmt_translatableAttribute)
continue;
CStr attributeName(grandchild.GetAttributes().GetNamedItem(attr_id));
// only the heading is translatable for list column
if (attributeName.empty() || attributeName != "heading")
{
LOGERROR("GUI: translatable attribute in olist column that isn't a heading. (object: %s)", this->GetPresentableName().c_str());
continue;
}
CStr value(grandchild.GetText());
if (value.empty())
continue;
CStr context(grandchild.GetAttributes().GetNamedItem(attr_context)); // Read the context if any.
if (!context.empty())
{
CStr translatedValue(g_L10n.TranslateWithContext(context, value));
column.m_Heading = translatedValue.FromUTF8();
}
else
{
CStr translatedValue(g_L10n.Translate(value));
column.m_Heading = translatedValue.FromUTF8();
}
}
AddSetting<CGUIList>("list_" + column.m_Id);
AddSetting<bool>("hidden_" + column.m_Id);
SetSetting<bool>("hidden_" + column.m_Id, hidden, true);
m_Columns.emplace_back(std::move(column));
SetupText();
return true;
}
return false;
}
void COList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
const float bz = GetBufferedZ();
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();
// Draw item selection
if (selected != -1)
{
ENSURE(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;
}
// Draw item selection
m_pGUI.DrawSprite(sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
// Draw line above column header
CGUISpriteInstance& sprite_heading = GetSetting<CGUISpriteInstance>("sprite_heading");
CRect rect_head(m_CachedActualSize.left, m_CachedActualSize.top, m_CachedActualSize.right,
m_CachedActualSize.top + m_HeadingHeight);
m_pGUI.DrawSprite(sprite_heading, cell_id, bz, rect_head);
// Draw column headers
const bool sortable = GetSetting<bool>("sortable");
const CStr& selectedColumn = GetSetting<CStr>("selected_column");
const int selectedColumnOrder = GetSetting<i32>("selected_column_order");
const CGUIColor& color = GetSetting<CGUIColor>(_textcolor);
float xpos = 0;
for (size_t col = 0; col < m_Columns.size(); ++col)
{
if (GetSetting<bool>("hidden_" + m_Columns[col].m_Id))
continue;
// Check if it's a decimal value, and if so, assume relative positioning.
float width = m_Columns[col].m_Width;
if (m_Columns[col].m_Width < 1 && m_Columns[col].m_Width > 0)
width *= m_TotalAvailableColumnWidth;
CPos leftTopCorner = m_CachedActualSize.TopLeft() + CPos(xpos, 0);
// Draw sort arrows in colum header
if (sortable)
{
CStr spriteName;
if (selectedColumn == m_Columns[col].m_Id)
{
if (selectedColumnOrder == 0)
LOGERROR("selected_column_order must not be 0");
if (selectedColumnOrder != -1)
spriteName = "sprite_asc";
else
spriteName = "sprite_desc";
}
else
spriteName = "sprite_not_sorted";
CGUISpriteInstance& sprite = GetSetting<CGUISpriteInstance>(spriteName);
m_pGUI.DrawSprite(sprite, cell_id, bz + 0.1f, CRect(leftTopCorner + CPos(width - SORT_SPRITE_DIM, 0), leftTopCorner + CPos(width, SORT_SPRITE_DIM)));
}
// Draw column header text
DrawText(col, color, leftTopCorner + COLUMN_SHIFT, bz + 0.1f, rect_head);
xpos += width;
}
// Draw list items for each column
const CGUIList& pList = GetSetting<CGUIList>("list");
const size_t objectsCount = m_Columns.size();
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;
const float rowHeight = m_ItemsYPositions[i+1] - m_ItemsYPositions[i];
// 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;
}
// Draw all items for that column
xpos = 0;
for (size_t col = 0; col < objectsCount; ++col)
{
if (GetSetting<bool>("hidden_" + m_Columns[col].m_Id))
continue;
// Determine text position and width
const CPos textPos = rect.TopLeft() + CPos(xpos, -scroll + m_ItemsYPositions[i]);
float width = m_Columns[col].m_Width;
// Check if it's a decimal value, and if so, assume relative positioning.
if (m_Columns[col].m_Width < 1 && m_Columns[col].m_Width > 0)
width *= m_TotalAvailableColumnWidth;
// Clip text to the column (to prevent drawing text into the neighboring column)
CRect cliparea2 = cliparea;
cliparea2.right = std::min(cliparea2.right, textPos.x + width);
cliparea2.bottom = std::min(cliparea2.bottom, textPos.y + rowHeight);
// Draw list item
DrawText(objectsCount * (i +/*Heading*/1) + col, m_Columns[col].m_TextColor, textPos, bz + 0.1f, cliparea2);
xpos += width;
}
}
}