vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "IGUITextOwner.h"
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#include "gui/CGUI.h"
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#include "gui/SGUIMessage.h"
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#include "gui/ObjectBases/IGUIObject.h"
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#include "gui/SettingTypes/CGUIString.h"
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#include "maths/Vector2D.h"
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#include <math.h>
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IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
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: m_pObject(pObject),
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m_GeneratedTextsValid(),
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m_TextAlign(&pObject, "text_align", EAlign::LEFT),
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m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
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{
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}
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IGUITextOwner::~IGUITextOwner()
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{
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}
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CGUIText& IGUITextOwner::AddText()
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{
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m_GeneratedTexts.emplace_back();
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return m_GeneratedTexts.back();
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}
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CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
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{
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// Avoids a move constructor
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m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
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return m_GeneratedTexts.back();
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}
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void IGUITextOwner::HandleMessage(SGUIMessage& Message)
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{
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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// Everything that can change the visual appearance.
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// it is assumed that the text of the object will be dependent on
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// these. Although that is not certain, but one will have to manually
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// change it and disregard this function.
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if (Message.value == "size" || Message.value == "tooltip" ||
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Message.value == "absolute" || Message.value == "caption" ||
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Message.value == "font" || Message.value == "textcolor" ||
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Message.value == "text_align" || Message.value == "text_valign" ||
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Message.value == "buffer_zone")
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{
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m_GeneratedTextsValid = false;
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}
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break;
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default:
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break;
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}
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}
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void IGUITextOwner::UpdateCachedSize()
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{
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// update our text positions
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m_GeneratedTextsValid = false;
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}
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void IGUITextOwner::UpdateText()
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{
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if (!m_GeneratedTextsValid)
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{
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SetupText();
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m_GeneratedTextsValid = true;
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}
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}
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void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
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{
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UpdateText();
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ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
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m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
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}
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void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
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{
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// The horizontal Alignment is now computed in GenerateText in order to not have to
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// loop through all of the TextCall objects again.
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TextPos.X = ObjSize.left;
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switch (m_TextVAlign)
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{
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case EVAlign::TOP:
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TextPos.Y = ObjSize.top;
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break;
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case EVAlign::CENTER:
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// Round to integer pixel values, else the fonts look awful
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TextPos.Y = floorf(ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f);
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break;
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case EVAlign::BOTTOM:
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TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
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break;
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default:
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debug_warn(L"Broken EVAlign in CButton::SetupText()");
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break;
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}
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}
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