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forked from 0ad/0ad
0ad/source/gui/GUItext.h
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

343 lines
7.0 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/>.
*/
/*
* GUI text, handles text stuff
*
* --Overview--
* Mainly contains struct SGUIText and friends.
* Actual text processing is made in CGUI::GenerateText()
*
* --More info--
* Check GUI.h
*
*/
#ifndef INCLUDED_GUITEXT
#define INCLUDED_GUITEXT
#include <list>
#include "CGUISprite.h"
#include "gui/CGUIColor.h"
#include "ps/CStrIntern.h"
class CGUI;
/**
* An SGUIText object is a parsed string, divided into
* text-rendering components. Each component, being a
* call to the Renderer. For instance, if you by tags
* change the color, then the GUI will have to make
* individual calls saying it want that color on the
* text.
*
* For instance:
* "Hello [b]there[/b] bunny!"
*
* That without word-wrapping would mean 3 components.
* i.e. 3 calls to CRenderer. One drawing "Hello",
* one drawing "there" in bold, and one drawing "bunny!".
*/
struct SGUIText
{
/**
* A sprite call to the CRenderer
*/
struct SSpriteCall
{
SSpriteCall() : m_CellID(0) {}
/**
* Size and position of sprite
*/
CRect m_Area;
/**
* Sprite from global GUI sprite database.
*/
CGUISpriteInstance m_Sprite;
int m_CellID;
/**
* Tooltip text
*/
CStrW m_Tooltip;
/**
* Tooltip style
*/
CStrW m_TooltipStyle;
};
/**
* A text call to the CRenderer
*/
struct STextCall
{
STextCall() :
m_UseCustomColor(false),
m_Bold(false), m_Italic(false), m_Underlined(false),
m_pSpriteCall(NULL) {}
/**
* Position
*/
CPos m_Pos;
/**
* Size
*/
CSize m_Size;
/**
* The string that is suppose to be rendered.
*/
CStrW m_String;
/**
* Use custom color? If true then m_Color is used,
* else the color inputted will be used.
*/
bool m_UseCustomColor;
/**
* Color setup
*/
CGUIColor m_Color;
/**
* Font name
*/
CStrIntern m_Font;
/**
* Settings
*/
bool m_Bold, m_Italic, m_Underlined;
/**
* *IF* an icon, then this is not NULL.
*/
std::list<SSpriteCall>::pointer m_pSpriteCall;
};
/**
* List of TextCalls, for instance "Hello", "there!"
*/
std::vector<STextCall> m_TextCalls;
/**
* List of sprites, or "icons" that should be rendered
* along with the text.
*/
std::list<SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
// so that we can point to elements.
/**
* Width and height of the whole output, used when setting up
* scrollbars and such.
*/
CSize m_Size;
};
/**
* String class, substitute for CStr, but that parses
* the tags and builds up a list of all text that will
* be different when outputted.
*
* The difference between CGUIString and SGUIText is that
* CGUIString is a string-class that parses the tags
* when the value is set. The SGUIText is just a container
* which stores the positions and settings of all text-calls
* that will have to be made to the Renderer.
*/
class CGUIString
{
public:
/**
* A chunk of text that represents one call to the renderer.
* In other words, all text in one chunk, will be drawn
* exactly with the same settings.
*/
struct TextChunk
{
/**
* A tag looks like this "Hello [b]there[/b] little"
*/
struct Tag
{
/**
* Tag Type
*/
enum TagType
{
TAG_B,
TAG_I,
TAG_FONT,
TAG_SIZE,
TAG_COLOR,
TAG_IMGLEFT,
TAG_IMGRIGHT,
TAG_ICON,
TAG_INVALID
};
struct TagAttribute
{
std::wstring attrib;
std::wstring value;
};
/**
* Set tag from string
*
* @param tagtype TagType by string, like 'img' for [img]
* @return True if m_TagType was set.
*/
bool SetTagType(const CStrW& tagtype);
TagType GetTagType(const CStrW& tagtype) const;
/**
* In [b="Hello"][/b]
* m_TagType is TAG_B
*/
TagType m_TagType;
/**
* In [b="Hello"][/b]
* m_TagValue is 'Hello'
*/
std::wstring m_TagValue;
/**
* Some tags need an additional attributes
*/
std::vector<TagAttribute> m_TagAttributes;
};
/**
* m_From and m_To is the range of the string
*/
int m_From, m_To;
/**
* Tags that are present. [a][b]
*/
std::vector<Tag> m_Tags;
};
/**
* All data generated in GenerateTextCall()
*/
struct SFeedback
{
// Constants
static const int Left = 0;
static const int Right = 1;
/**
* Reset all member data.
*/
void Reset();
/**
* Image stacks, for left and right floating images.
*/
std::vector<CStr> m_Images[2]; // left and right
/**
* Text and Sprite Calls.
*/
std::vector<SGUIText::STextCall> m_TextCalls;
std::list<SGUIText::SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
// so that we can point to elements.
/**
* Width and Height *feedback*
*/
CSize m_Size;
/**
* If the word inputted was a new line.
*/
bool m_NewLine;
};
/**
* Set the value, the string will automatically
* be parsed when set.
*/
void SetValue(const CStrW& str);
/**
* Get String, with tags
*/
const CStrW& GetOriginalString() const { return m_OriginalString; }
/**
* Get String, stripped of tags
*/
const CStrW& GetRawString() const { return m_RawString; }
/**
* Generate Text Call from specified range. The range
* must span only within ONE TextChunk though. Otherwise
* it can't be fit into a single Text Call
*
* Notice it won't make it complete, you will have to add
* X/Y values and such.
*
* @param pGUI Pointer to CGUI object making this call, for e.g. icon retrieval.
* @param Feedback contains all info that is generated.
* @param DefaultFont Default Font
* @param from From character n,
* @param to to character n.
* @param FirstLine Whether this is the first line of text, to calculate its height correctly
* @param pObject Only for Error outputting, optional! If NULL
* then no Errors will be reported! Useful when you need
* to make several GenerateTextCall in different phases,
* it avoids duplicates.
*/
void GenerateTextCall(const CGUI* pGUI, SFeedback& Feedback, CStrIntern DefaultFont, const int& from, const int& to, const bool FirstLine, const IGUIObject* pObject = NULL) const;
/**
* Words
*/
std::vector<int> m_Words;
private:
/**
* TextChunks
*/
std::vector<TextChunk> m_TextChunks;
/**
* The full raw string. Stripped of tags.
*/
CStrW m_RawString;
/**
* The original string value passed to SetValue.
*/
CStrW m_OriginalString;
};
#endif // INCLUDED_GUITEXT