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

269 lines
7.3 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 "CText.h"
#include "gui/CGUIScrollBarVertical.h"
#include "gui/GUI.h"
#include "lib/ogl.h"
CText::CText()
{
AddSetting(GUIST_float, "buffer_zone");
AddSetting(GUIST_CGUIString, "caption");
AddSetting(GUIST_int, "cell_id");
AddSetting(GUIST_bool, "clip");
AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_bool, "scrollbar");
AddSetting(GUIST_CStr, "scrollbar_style");
AddSetting(GUIST_bool, "scroll_bottom");
AddSetting(GUIST_bool, "scroll_top");
AddSetting(GUIST_CGUISpriteInstance, "sprite");
AddSetting(GUIST_EAlign, "text_align");
AddSetting(GUIST_EVAlign, "text_valign");
AddSetting(GUIST_CGUIColor, "textcolor");
AddSetting(GUIST_CGUIColor, "textcolor_disabled");
AddSetting(GUIST_CStrW, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
// Private settings
AddSetting(GUIST_CStrW, "_icon_tooltip");
AddSetting(GUIST_CStr, "_icon_tooltip_style");
//GUI<bool>::SetSetting(this, "ghost", true);
GUI<bool>::SetSetting(this, "scrollbar", false);
GUI<bool>::SetSetting(this, "clip", true);
// Add scroll-bar
CGUIScrollBarVertical* bar = new CGUIScrollBarVertical();
bar->SetRightAligned(true);
AddScrollBar(bar);
// Add text
AddText(new SGUIText());
}
CText::~CText()
{
}
void CText::SetupText()
{
if (!GetGUI())
return;
ENSURE(m_GeneratedTexts.size()>=1);
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";
CGUIString caption;
bool scrollbar;
GUI<CGUIString>::GetSetting(this, "caption", caption);
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
float width = m_CachedActualSize.GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(caption, font, width, buffer_zone, this);
if (!scrollbar)
CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
// Setup scrollbar
if (scrollbar)
{
bool scroll_top = false, scroll_bottom = false;
GUI<bool>::GetSetting(this, "scroll_bottom", scroll_bottom);
GUI<bool>::GetSetting(this, "scroll_top", scroll_top);
// If we are currently scrolled to the bottom of the text,
// then add more lines of text, update the scrollbar so we
// stick to the bottom.
// (Use 1.5px delta so this triggers the first time caption is set)
bool bottom = false;
if (scroll_bottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0]->m_Size.cy);
GetScrollBar(0).SetScrollSpace(m_CachedActualSize.GetHeight());
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
if (bottom)
GetScrollBar(0).SetPos(GetScrollBar(0).GetMaxPos());
if (scroll_top)
GetScrollBar(0).SetPos(0.0f);
}
}
void CText::HandleMessage(SGUIMessage& Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, Message.value, scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
SetupText();
}
break;
case GUIM_MOUSE_WHEEL_DOWN:
{
GetScrollBar(0).ScrollPlus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
GetScrollBar(0).ScrollMinus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_LOAD:
{
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, "scrollbar_style", scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
void CText::Draw()
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
// Draw scrollbar
IGUIScrollBarOwner::Draw();
if (!GetGUI())
return;
CGUISpriteInstance* sprite;
int cell_id;
bool clip;
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
GUI<int>::GetSetting(this, "cell_id", cell_id);
GUI<bool>::GetSetting(this, "clip", clip);
GetGUI()->DrawSprite(*sprite, cell_id, bz, m_CachedActualSize);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
// Clipping area (we'll have to subtract the scrollbar)
CRect cliparea;
if (clip)
{
cliparea = m_CachedActualSize;
if (scrollbar)
{
// subtract scrollbar from cliparea
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;
}
}
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
CGUIColor color;
GUI<CGUIColor>::GetSetting(this, enabled ? "textcolor" : "textcolor_disabled", color);
if (scrollbar)
DrawText(0, color, m_CachedActualSize.TopLeft() - CPos(0.f, scroll), bz+0.1f, cliparea);
else
DrawText(0, color, m_TextPos, bz+0.1f, cliparea);
}
bool CText::MouseOverIcon()
{
for (SGUIText* const& guitext : m_GeneratedTexts)
for (const SGUIText::SSpriteCall& spritecall : guitext->m_SpriteCalls)
{
// Check mouse over sprite
if (!spritecall.m_Area.PointInside(GetMousePos() - m_CachedActualSize.TopLeft()))
continue;
// If tooltip exists, set the property
if (!spritecall.m_Tooltip.empty())
{
SetSetting("_icon_tooltip_style", spritecall.m_TooltipStyle);
SetSetting("_icon_tooltip", spritecall.m_Tooltip);
}
return true;
}
return false;
}