1
0
forked from 0ad/0ad
0ad/source/gui/COList.cpp
elexis 415939b59b Introduce CGUIColor type inheriting Color type and switch the GUI to exclusively use that.
The type differs from the Color type, because contrary to Color, it can
be created from a color predefined in the GUI page (such as "yellow").
Move this predefined color check to the new class instead of hardcoding
it in FromJSVal / ToJSVal, GUIUtil, JSInterface_IGUIObject and to
straighten the latter.

Delete fov_wedge_color from Minimap, unused since introduction in
5275dc862b.

This was SVN commit r22558.
2019-07-26 18:57:28 +00:00

492 lines
14 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/CGUIColor.h"
#include "i18n/L10n.h"
#include "ps/CLogger.h"
#include "soundmanager/ISoundManager.h"
const float SORT_SPRITE_DIM = 16.0f;
const CPos COLUMN_SHIFT = CPos(0, 4);
COList::COList() : CList()
{
AddSetting(GUIST_CGUISpriteInstance, "sprite_heading");
AddSetting(GUIST_bool, "sortable"); // The actual sorting is done in JS for more versatility
AddSetting(GUIST_CStr, "selected_column");
AddSetting(GUIST_int, "selected_column_order");
AddSetting(GUIST_CGUISpriteInstance, "sprite_asc"); // Show the order of sorting
AddSetting(GUIST_CGUISpriteInstance, "sprite_desc");
AddSetting(GUIST_CGUISpriteInstance, "sprite_not_sorted");
}
void COList::SetupText()
{
if (!GetGUI())
return;
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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.
for (SGUIText* const& t : m_GeneratedTexts)
delete t;
m_GeneratedTexts.clear();
CStrW font;
if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
// Use the default if none is specified
// TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
font = L"default";
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
m_TotalAvailableColumnWidth = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
m_TotalAvailableColumnWidth -= GetScrollBar(0).GetStyle()->m_Width;
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", 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;
SGUIText* text = new SGUIText();
CGUIString gui_string;
gui_string.SetValue(column.m_Heading);
*text = GetGUI()->GenerateText(gui_string, font, width, buffer_zone, this);
AddText(text);
m_HeadingHeight = std::max(m_HeadingHeight, text->m_Size.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;
GUI<CGUIList>::GetSettingPointer(this, "list_" + column.m_Id, pList_c);
SGUIText* text = new SGUIText();
if (!pList_c->m_Items[i].GetOriginalString().empty())
*text = GetGUI()->GenerateText(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 = GetGUI()->GenerateText(align_string, font, width, buffer_zone, this);
}
shift = std::max(shift, text->m_Size.cy);
AddText(text);
}
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:
{
bool sortable;
GUI<bool>::GetSetting(this, "sortable", sortable);
if (!sortable)
return;
CPos mouse = GetMousePos();
if (!m_CachedActualSize.PointInside(mouse))
return;
CStr selectedColumn;
GUI<CStr>::GetSetting(this, "selected_column", selectedColumn);
int selectedColumnOrder;
GUI<int>::GetSetting(this, "selected_column_order", selectedColumnOrder);
float xpos = 0;
for (const COListColumn& column : m_Columns)
{
bool hidden = false;
GUI<bool>::GetSetting(this, "hidden_" + column.m_Id, hidden);
if (hidden)
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;
GUI<CStr>::SetSetting(this, "selected_column", column.m_Id);
GUI<int>::SetSetting(this, "selected_column_order", selectedColumnOrder);
ScriptEvent("selectioncolumnchange");
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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")
{
CGUIColor color;
if (!GUI<CGUIColor>::ParseString(attr_value.FromUTF8(), color))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else
column.m_TextColor = color;
}
else if (attr_name == "id")
{
column.m_Id = attr_value;
}
else if (attr_name == "hidden")
{
if (!GUI<bool>::ParseString(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 (!GUI<float>::ParseString(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();
}
}
m_Columns.push_back(column);
AddSetting(GUIST_CGUIList, "list_" + column.m_Id);
AddSetting(GUIST_bool, "hidden_" + column.m_Id);
GUI<bool>::SetSetting(this, "hidden_" + column.m_Id, hidden);
SetupText();
return true;
}
else
{
return false;
}
}
void COList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
float bz = GetBufferedZ();
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
IGUIScrollBarOwner::Draw();
if (!GetGUI())
return;
CRect rect = GetListRect();
CGUISpriteInstance* sprite = NULL;
CGUISpriteInstance* sprite_selectarea = NULL;
int cell_id;
GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite, sprite);
GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite_selected, sprite_selectarea);
GUI<int>::GetSetting(this, "cell_id", cell_id);
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
GetGUI()->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
GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
// Draw line above column header
CGUISpriteInstance* sprite_heading = NULL;
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_heading", sprite_heading);
CRect rect_head(m_CachedActualSize.left, m_CachedActualSize.top, m_CachedActualSize.right,
m_CachedActualSize.top + m_HeadingHeight);
GetGUI()->DrawSprite(*sprite_heading, cell_id, bz, rect_head);
// Draw column headers
bool sortable;
GUI<bool>::GetSetting(this, "sortable", sortable);
CStr selectedColumn;
GUI<CStr>::GetSetting(this, "selected_column", selectedColumn);
int selectedColumnOrder;
GUI<int>::GetSetting(this, "selected_column_order", selectedColumnOrder);
CGUIColor color;
GUI<CGUIColor>::GetSetting(this, _textcolor, color);
float xpos = 0;
for (size_t col = 0; col < m_Columns.size(); ++col)
{
bool hidden = false;
GUI<bool>::GetSetting(this, "hidden_" + m_Columns[col].m_Id, hidden);
if (hidden)
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)
{
CGUISpriteInstance* sprite;
if (selectedColumn == m_Columns[col].m_Id)
{
if (selectedColumnOrder == 0)
LOGERROR("selected_column_order must not be 0");
if (selectedColumnOrder != -1)
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_asc", sprite);
else
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_desc", sprite);
}
else
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_not_sorted", sprite);
GetGUI()->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 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)
{
bool hidden = false;
GUI<bool>::GetSetting(this, "hidden_" + m_Columns[col].m_Id, hidden);
if (hidden)
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;
}
}
}