elexis
2c47fbd66a
Call JS_AddExtraGCRootsTracer and JS_RemoveExtraGCRootsTracer depending
on JS::Heap use instead of on CGUI page link setup.
GUIObjects should be able to access the GUI page independent of the
scripting (for example to obtain PredefinedColors, refs D2108).
Refs: D2108, c02a7e1a7b
Comments By: wraitii
This was SVN commit r22587.
268 lines
7.4 KiB
C++
268 lines
7.4 KiB
C++
/* Copyright (C) 2019 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 "CText.h"
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#include "gui/CGUIScrollBarVertical.h"
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#include "gui/GUI.h"
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#include "lib/ogl.h"
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CText::CText(CGUI* pGUI)
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: IGUIObject(pGUI), IGUIScrollBarOwner(pGUI)
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{
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AddSetting(GUIST_float, "buffer_zone");
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AddSetting(GUIST_CGUIString, "caption");
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AddSetting(GUIST_int, "cell_id");
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AddSetting(GUIST_bool, "clip");
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AddSetting(GUIST_CStrW, "font");
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AddSetting(GUIST_bool, "scrollbar");
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AddSetting(GUIST_CStr, "scrollbar_style");
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AddSetting(GUIST_bool, "scroll_bottom");
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AddSetting(GUIST_bool, "scroll_top");
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AddSetting(GUIST_CGUISpriteInstance, "sprite");
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AddSetting(GUIST_EAlign, "text_align");
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AddSetting(GUIST_EVAlign, "text_valign");
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AddSetting(GUIST_CGUIColor, "textcolor");
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AddSetting(GUIST_CGUIColor, "textcolor_disabled");
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AddSetting(GUIST_CStrW, "tooltip");
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AddSetting(GUIST_CStr, "tooltip_style");
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// Private settings
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AddSetting(GUIST_CStrW, "_icon_tooltip");
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AddSetting(GUIST_CStr, "_icon_tooltip_style");
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//GUI<bool>::SetSetting(this, "ghost", true);
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GUI<bool>::SetSetting(this, "scrollbar", false);
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GUI<bool>::SetSetting(this, "clip", true);
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// Add scroll-bar
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CGUIScrollBarVertical* bar = new CGUIScrollBarVertical(pGUI);
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bar->SetRightAligned(true);
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AddScrollBar(bar);
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// Add text
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AddText(new SGUIText());
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}
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CText::~CText()
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{
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}
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void CText::SetupText()
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{
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if (m_GeneratedTexts.empty())
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return;
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CStrW font;
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if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
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// Use the default if none is specified
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// TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
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font = L"default";
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CGUIString caption;
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bool scrollbar;
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GUI<CGUIString>::GetSetting(this, "caption", caption);
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GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
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float width = m_CachedActualSize.GetWidth();
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// remove scrollbar if applicable
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if (scrollbar && GetScrollBar(0).GetStyle())
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width -= GetScrollBar(0).GetStyle()->m_Width;
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float buffer_zone = 0.f;
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GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
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*m_GeneratedTexts[0] = GetGUI()->GenerateText(caption, font, width, buffer_zone, this);
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if (!scrollbar)
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CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
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// Setup scrollbar
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if (scrollbar)
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{
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bool scroll_top = false, scroll_bottom = false;
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GUI<bool>::GetSetting(this, "scroll_bottom", scroll_bottom);
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GUI<bool>::GetSetting(this, "scroll_top", scroll_top);
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// If we are currently scrolled to the bottom of the text,
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// then add more lines of text, update the scrollbar so we
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// stick to the bottom.
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// (Use 1.5px delta so this triggers the first time caption is set)
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bool bottom = false;
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if (scroll_bottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
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bottom = true;
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GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0]->m_Size.cy);
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GetScrollBar(0).SetScrollSpace(m_CachedActualSize.GetHeight());
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GetScrollBar(0).SetX(m_CachedActualSize.right);
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GetScrollBar(0).SetY(m_CachedActualSize.top);
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GetScrollBar(0).SetZ(GetBufferedZ());
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GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
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if (bottom)
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GetScrollBar(0).SetPos(GetScrollBar(0).GetMaxPos());
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if (scroll_top)
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GetScrollBar(0).SetPos(0.0f);
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}
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}
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void CText::HandleMessage(SGUIMessage& Message)
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{
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IGUIScrollBarOwner::HandleMessage(Message);
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//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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if (Message.value == "scrollbar")
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SetupText();
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// Update scrollbar
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if (Message.value == "scrollbar_style")
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{
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CStr scrollbar_style;
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GUI<CStr>::GetSetting(this, Message.value, scrollbar_style);
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GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
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SetupText();
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}
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break;
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case GUIM_MOUSE_WHEEL_DOWN:
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{
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GetScrollBar(0).ScrollPlus();
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// Since the scroll was changed, let's simulate a mouse movement
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// to check if scrollbar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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break;
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}
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case GUIM_MOUSE_WHEEL_UP:
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{
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GetScrollBar(0).ScrollMinus();
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// Since the scroll was changed, let's simulate a mouse movement
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// to check if scrollbar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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break;
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}
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case GUIM_LOAD:
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{
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GetScrollBar(0).SetX(m_CachedActualSize.right);
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GetScrollBar(0).SetY(m_CachedActualSize.top);
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GetScrollBar(0).SetZ(GetBufferedZ());
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GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
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CStr scrollbar_style;
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GUI<CStr>::GetSetting(this, "scrollbar_style", scrollbar_style);
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GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
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break;
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}
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default:
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break;
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}
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IGUITextOwner::HandleMessage(Message);
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}
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void CText::Draw()
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{
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float bz = GetBufferedZ();
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// First call draw on ScrollBarOwner
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bool scrollbar;
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GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
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if (scrollbar)
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// Draw scrollbar
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IGUIScrollBarOwner::Draw();
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if (!GetGUI())
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return;
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CGUISpriteInstance* sprite;
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int cell_id;
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bool clip;
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GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
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GUI<int>::GetSetting(this, "cell_id", cell_id);
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GUI<bool>::GetSetting(this, "clip", clip);
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GetGUI()->DrawSprite(*sprite, cell_id, bz, m_CachedActualSize);
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float scroll = 0.f;
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if (scrollbar)
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scroll = GetScrollBar(0).GetPos();
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// Clipping area (we'll have to subtract the scrollbar)
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CRect cliparea;
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if (clip)
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{
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cliparea = m_CachedActualSize;
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if (scrollbar)
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{
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// subtract scrollbar from cliparea
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if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
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cliparea.right <= GetScrollBar(0).GetOuterRect().right)
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cliparea.right = GetScrollBar(0).GetOuterRect().left;
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if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
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cliparea.left < GetScrollBar(0).GetOuterRect().right)
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cliparea.left = GetScrollBar(0).GetOuterRect().right;
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}
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}
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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CGUIColor color;
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GUI<CGUIColor>::GetSetting(this, enabled ? "textcolor" : "textcolor_disabled", color);
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if (scrollbar)
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DrawText(0, color, m_CachedActualSize.TopLeft() - CPos(0.f, scroll), bz+0.1f, cliparea);
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else
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DrawText(0, color, m_TextPos, bz+0.1f, cliparea);
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}
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bool CText::MouseOverIcon()
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{
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for (SGUIText* const& guitext : m_GeneratedTexts)
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for (const SGUIText::SSpriteCall& spritecall : guitext->m_SpriteCalls)
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{
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// Check mouse over sprite
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if (!spritecall.m_Area.PointInside(GetMousePos() - m_CachedActualSize.TopLeft()))
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continue;
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// If tooltip exists, set the property
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if (!spritecall.m_Tooltip.empty())
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{
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SetSetting("_icon_tooltip_style", spritecall.m_TooltipStyle);
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SetSetting("_icon_tooltip", spritecall.m_Tooltip);
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}
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return true;
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}
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return false;
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}
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