/* CList */ #include "precompiled.h" #include "GUI.h" #include "CList.h" #include "ps/CLogger.h" #include "lib/external_libraries/sdl.h" //------------------------------------------------------------------- // Constructor / Destructor //------------------------------------------------------------------- CList::CList() { // Add sprite_disabled! TODO AddSetting(GUIST_float, "buffer_zone"); //AddSetting(GUIST_CGUIString, "caption"); will it break removing this? If I know my system, then no, but test just in case TODO (Gee). AddSetting(GUIST_CStr, "font"); AddSetting(GUIST_bool, "scrollbar"); AddSetting(GUIST_CStr, "scrollbar_style"); AddSetting(GUIST_CGUISpriteInstance, "sprite"); AddSetting(GUIST_CGUISpriteInstance, "sprite_selectarea"); AddSetting(GUIST_int, "cell_id"); AddSetting(GUIST_EAlign, "text_align"); AddSetting(GUIST_CColor, "textcolor"); AddSetting(GUIST_CColor, "textcolor_selected"); AddSetting(GUIST_int, "selected"); // Index selected. -1 is none. //AddSetting(GUIST_CStr, "tooltip"); //AddSetting(GUIST_CStr, "tooltip_style"); AddSetting(GUIST_CGUIList, "list"); GUI::SetSetting(this, "scrollbar", false); // Nothing is selected as default. GUI::SetSetting(this, "selected", -1); // Add scroll-bar CGUIScrollBarVertical * bar = new CGUIScrollBarVertical(); bar->SetRightAligned(true); bar->SetUseEdgeButtons(true); AddScrollBar(bar); } CList::~CList() { } void CList::SetupText() { if (!GetGUI()) return; CGUIList *pList; GUI::GetSettingPointer(this, "list", pList); //LOG(CLogger::Error, LOG_CATEGORY, "SetupText() %s", GetPresentableName().c_str()); //debug_assert(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. std::vector::iterator it; for (it=m_GeneratedTexts.begin(); it!=m_GeneratedTexts.end(); ++it) { if (*it) delete *it; } m_GeneratedTexts.clear(); CStr font; if (GUI::GetSetting(this, "font", font) != PS_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 = "default"; //CGUIString caption; bool scrollbar; //GUI::GetSetting(this, "caption", caption); GUI::GetSetting(this, "scrollbar", scrollbar); float width = GetListRect().GetWidth(); // remove scrollbar if applicable if (scrollbar && GetScrollBar(0).GetStyle()) width -= GetScrollBar(0).GetStyle()->m_Width; float buffer_zone=0.f; GUI::GetSetting(this, "buffer_zone", buffer_zone); // Generate texts float buffered_y = 0.f; for (int i=0; i<(int)pList->m_Items.size(); ++i) { // Create a new SGUIText. Later on, input it using AddText() SGUIText *text = new SGUIText(); *text = GetGUI()->GenerateText(pList->m_Items[i], font, width, buffer_zone, this); m_ItemsYPositions[i] = buffered_y; buffered_y += text->m_Size.cy; AddText(text); } m_ItemsYPositions[pList->m_Items.size()] = buffered_y; //if (! scrollbar) // CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]); // Setup scrollbar if (scrollbar) { GetScrollBar(0).SetScrollRange( m_ItemsYPositions.back() ); GetScrollBar(0).SetScrollSpace( GetListRect().GetHeight() ); } } void CList::HandleMessage(const SGUIMessage &Message) { IGUIScrollBarOwner::HandleMessage(Message); //IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead! switch (Message.type) { case GUIM_SETTINGS_UPDATED: bool scrollbar; GUI::GetSetting(this, "scrollbar", scrollbar); // Update scroll-bar // TODO Gee: (2004-09-01) Is this really updated each time it should? if (scrollbar && (Message.value == CStr("size") || Message.value == CStr("z") || Message.value == CStr("absolute"))) { CRect rect = GetListRect(); GetScrollBar(0).SetX( rect.right ); GetScrollBar(0).SetY( rect.top ); GetScrollBar(0).SetZ( GetBufferedZ() ); GetScrollBar(0).SetLength( rect.bottom - rect.top ); } if (Message.value == "list") { SetupText(); } // If selected is changed, call "SelectionChange" if (Message.value == "selected") { // TODO: Check range // TODO only works if lower-case, shouldn't it be made case sensitive instead? ScriptEvent("selectionchange"); } if (Message.value == CStr("scrollbar")) { SetupText(); } // Update scrollbar if (Message.value == CStr("scrollbar_style")) { CStr scrollbar_style; GUI::GetSetting(this, Message.value, scrollbar_style); GetScrollBar(0).SetScrollBarStyle( scrollbar_style ); SetupText(); } break; case GUIM_MOUSE_PRESS_LEFT: { bool scrollbar; CGUIList *pList; GUI::GetSetting(this, "scrollbar", scrollbar); GUI::GetSettingPointer(this, "list", pList); float scroll=0.f; if (scrollbar) { scroll = GetScrollBar(0).GetPos(); } CRect rect = GetListRect(); CPos mouse = GetMousePos(); mouse.y += scroll; int set=-1; for (int i=0; i<(int)pList->m_Items.size(); ++i) { if (mouse.y >= rect.top + m_ItemsYPositions[i] && mouse.y < rect.top + m_ItemsYPositions[i+1] && // mouse is not over scroll-bar !(mouse.x >= GetScrollBar(0).GetOuterRect().left && mouse.x <= GetScrollBar(0).GetOuterRect().right)) { set = i; } } if (set != -1) { GUI::SetSetting(this, "selected", set); UpdateAutoScroll(); } } 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 HandleMessage(SGUIMessage(GUIM_MOUSE_MOTION)); 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 HandleMessage(SGUIMessage(GUIM_MOUSE_MOTION)); break; case GUIM_LOAD: { CRect rect = GetListRect(); GetScrollBar(0).SetX( rect.right ); GetScrollBar(0).SetY( rect.top ); GetScrollBar(0).SetZ( GetBufferedZ() ); GetScrollBar(0).SetLength( rect.bottom - rect.top ); CStr scrollbar_style; GUI::GetSetting(this, "scrollbar_style", scrollbar_style); GetScrollBar(0).SetScrollBarStyle( scrollbar_style ); } break; default: break; } IGUITextOwner::HandleMessage(Message); } InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev) { int szChar = ev->ev.key.keysym.sym; switch (szChar) { case SDLK_HOME: SelectFirstElement(); UpdateAutoScroll(); break; case SDLK_END: SelectLastElement(); UpdateAutoScroll(); break; case SDLK_UP: SelectPrevElement(); UpdateAutoScroll(); break; case SDLK_DOWN: SelectNextElement(); UpdateAutoScroll(); break; case SDLK_PAGEUP: GetScrollBar(0).ScrollMinusPlenty(); break; case SDLK_PAGEDOWN: GetScrollBar(0).ScrollPlusPlenty(); break; default: // Do nothing break; } return IN_HANDLED; } void CList::Draw() { int selected; GUI::GetSetting(this, "selected", selected); DrawList(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 bool scrollbar; GUI::GetSetting(this, "scrollbar", scrollbar); if (scrollbar) { // Draw scrollbar IGUIScrollBarOwner::Draw(); } if (GetGUI()) { CRect rect = GetListRect(); CGUISpriteInstance *sprite=NULL, *sprite_selectarea=NULL; int cell_id; GUI::GetSettingPointer(this, _sprite, sprite); GUI::GetSettingPointer(this, _sprite_selected, sprite_selectarea); GUI::GetSetting(this, "cell_id", cell_id); CGUIList *pList; GUI::GetSettingPointer(this, "list", pList); GetGUI()->DrawSprite(*sprite, cell_id, bz, rect); float scroll=0.f; if (scrollbar) { scroll = GetScrollBar(0).GetPos(); } if (selected != -1) { debug_assert(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; } GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel); } } CColor color; GUI::GetSetting(this, _textcolor, color); for (int i=0; i<(int)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; } IGUITextOwner::Draw(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz+0.1f, cliparea); } } } void CList::AddItem(const CStr& str) { CGUIList *pList; GUI::GetSettingPointer(this, "list", pList); CGUIString gui_string; gui_string.SetValue(str); pList->m_Items.push_back( gui_string ); // TODO Temp SetupText(); } bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile) { int elmt_item = pFile->GetElementID("item"); if (child.GetNodeName() == elmt_item) { AddItem((CStr)child.GetText()); return true; } else { return false; } } void CList::SelectNextElement() { int selected; GUI::GetSetting(this, "selected", selected); CGUIList *pList; GUI::GetSettingPointer(this, "list", pList); if (selected != (int)pList->m_Items.size()-1) { ++selected; GUI::SetSetting(this, "selected", selected); } } void CList::SelectPrevElement() { int selected; GUI::GetSetting(this, "selected", selected); if (selected != 0) { --selected; GUI::SetSetting(this, "selected", selected); } } void CList::SelectFirstElement() { int selected; GUI::GetSetting(this, "selected", selected); if (selected != 0) { GUI::SetSetting(this, "selected", 0); } } void CList::SelectLastElement() { int selected; GUI::GetSetting(this, "selected", selected); CGUIList *pList; GUI::GetSettingPointer(this, "list", pList); if (selected != (int)pList->m_Items.size()-1) { GUI::SetSetting(this, "selected", (int)pList->m_Items.size()-1); } } void CList::UpdateAutoScroll() { int selected; bool scrollbar; float scroll; GUI::GetSetting(this, "selected", selected); GUI::GetSetting(this, "scrollbar", scrollbar); CRect rect = GetListRect(); // No scrollbar, no scrolling (at least it's not made to work properly). if (!scrollbar) return; 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 if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll) { GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight()); } }