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forked from 0ad/0ad
0ad/source/gui/ObjectBases/IGUITextOwner.cpp

126 lines
3.5 KiB
C++

/* Copyright (C) 2021 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 "IGUITextOwner.h"
#include "gui/CGUI.h"
#include "gui/SGUIMessage.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIString.h"
#include "maths/Vector2D.h"
#include <math.h>
IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
: m_pObject(pObject),
m_GeneratedTextsValid(),
m_TextAlign(&pObject, "text_align", EAlign::LEFT),
m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
{
}
IGUITextOwner::~IGUITextOwner()
{
}
CGUIText& IGUITextOwner::AddText()
{
m_GeneratedTexts.emplace_back();
return m_GeneratedTexts.back();
}
CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
{
// Avoids a move constructor
m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
return m_GeneratedTexts.back();
}
void IGUITextOwner::HandleMessage(SGUIMessage& Message)
{
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
// Everything that can change the visual appearance.
// it is assumed that the text of the object will be dependent on
// these. Although that is not certain, but one will have to manually
// change it and disregard this function.
if (Message.value == "size" || Message.value == "tooltip" ||
Message.value == "absolute" || Message.value == "caption" ||
Message.value == "font" || Message.value == "textcolor" ||
Message.value == "text_align" || Message.value == "text_valign" ||
Message.value == "buffer_zone")
{
m_GeneratedTextsValid = false;
}
break;
default:
break;
}
}
void IGUITextOwner::UpdateCachedSize()
{
// update our text positions
m_GeneratedTextsValid = false;
}
void IGUITextOwner::UpdateText()
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
}
void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
{
UpdateText();
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
{
// The horizontal Alignment is now computed in GenerateText in order to not have to
// loop through all of the TextCall objects again.
TextPos.X = ObjSize.left;
switch (m_TextVAlign)
{
case EVAlign::TOP:
TextPos.Y = ObjSize.top;
break;
case EVAlign::CENTER:
// Round to integer pixel values, else the fonts look awful
TextPos.Y = floorf(ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f);
break;
case EVAlign::BOTTOM:
TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
break;
}
}