0ad/source/gui/CGUIText.h

281 lines
6.8 KiB
C++

/* Copyright (C) 2022 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/>.
*/
#ifndef INCLUDED_GUITEXT
#define INCLUDED_GUITEXT
#include "gui/CGUISprite.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "gui/SettingTypes/EAlign.h"
#include "maths/Rect.h"
#include "maths/Size2D.h"
#include "maths/Vector2D.h"
#include "ps/CStrIntern.h"
#include <array>
#include <list>
#include <vector>
class CCanvas2D;
class CGUI;
class CGUIString;
class IGUIObject;
struct SGenerateTextImage;
using SGenerateTextImages = std::array<std::vector<SGenerateTextImage>, 2>;
/**
* An CGUIText 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!".
*/
class CGUIText
{
public:
/**
* A sprite call to the CRenderer
*/
struct SSpriteCall
{
// The CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache
NONCOPYABLE(SSpriteCall);
MOVABLE(SSpriteCall);
SSpriteCall() {}
/**
* Size and position of sprite
*/
CRect m_Area;
/**
* Sprite from global GUI sprite database.
*/
CGUISpriteInstance m_Sprite;
};
/**
* A text call to the CRenderer
*/
struct STextCall
{
NONCOPYABLE(STextCall);
MOVABLE(STextCall);
STextCall() :
m_UseCustomColor(false),
m_Bold(false), m_Italic(false), m_Underlined(false),
m_pSpriteCall(nullptr) {}
/**
* Position
*/
CVector2D m_Pos;
/**
* Size
*/
CSize2D 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;
/**
* Tooltip text
*/
CStrW m_Tooltip;
/**
* *IF* an icon, then this is not nullptr.
*/
std::list<SSpriteCall>::pointer m_pSpriteCall;
};
// The SSpriteCall CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache.
// Also take advantage of exchanging the containers directly with move semantics.
NONCOPYABLE(CGUIText);
MOVABLE(CGUIText);
/**
* Generates empty text.
*/
CGUIText() = default;
/**
* Generate a CGUIText object from the inputted string.
* The function will break down the string and its
* tags to calculate exactly which rendering queries
* will be sent to the Renderer. Also, horizontal alignment
* is taken into acount in this method but NOT vertical alignment.
*
* @param string Text to generate CGUIText object from.
* @param font Default font, notice both Default color and default font
* can be changed by tags.
* @param width Width, 0 if no word-wrapping.
* @param bufferZone Space between text and edge, and space between text and images.
* @param align Horizontal alignment (left / center / right).
* @param pObject Optional parameter for error output. Used *only* if error parsing fails,
* and we need to be able to output which object the error occurred in to aid the user.
*/
CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject);
/**
* Draw this CGUIText object
*/
void Draw(CGUI& pGUI, CCanvas2D& canvas, const CGUIColor& DefaultColor, const CVector2D& pos, CRect clipping) const;
const CSize2D& GetSize() const { return m_Size; }
const std::list<SSpriteCall>& GetSpriteCalls() const { return m_SpriteCalls; }
const std::vector<STextCall>& GetTextCalls() const { return m_TextCalls; }
// Helper functions of the constructor
bool ProcessLine(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& font,
const IGUIObject* pObject,
const SGenerateTextImages& images,
const EAlign align,
const float prelimLineHeight,
const float width,
const float bufferZone,
bool& firstLine,
float& y,
int& i,
int& from);
void SetupSpriteCalls(
const CGUI& pGUI,
const std::array<std::vector<CStr>, 2>& feedbackImages,
const float y,
const float width,
const float bufferZone,
const int i,
const int posLastImage,
SGenerateTextImages& images);
float GetLineOffset(
const EAlign align,
const float widthRangeFrom,
const float widthRangeTo,
const CSize2D& lineSize) const;
void ComputeLineRange(
const SGenerateTextImages& images,
const float y,
const float width,
const float prelimLineHeight,
float& widthRangeFrom,
float& widthRangeTo) const;
void ComputeLineSize(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& font,
const bool firstLine,
const float width,
const float widthRangeFrom,
const float widthRangeTo,
const int i,
const int tempFrom,
CSize2D& lineSize) const;
bool AssembleCalls(
const CGUI& pGUI,
const CGUIString& string,
const CStrIntern& font,
const IGUIObject* pObject,
const bool firstLine,
const float width,
const float widthRangeTo,
const float dx,
const float y,
const int tempFrom,
const int i,
int& from);
/**
* 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.
*/
CSize2D m_Size;
};
struct SGenerateTextImage
{
// The image's starting location in Y
float m_YFrom;
// The image's end location in Y
float m_YTo;
// The image width in other words
float m_Indentation;
void SetupSpriteCall(
const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y,
const CSize2D& size, const CStr& textureName, const float bufferZone);
};
#endif // INCLUDED_GUITEXT