1
0
forked from 0ad/0ad

Move CGUI::GenerateText to CGUIText constructor, CGUI::DrawText to CGUIText::Draw, SGenerateTextImage from CGUI to CGUIText.

Makes GUI text construction 30x faster for empty strings, otherwise less
than 1% faster.
Split the constructor into smaller helper functions to reduce nesting
and improve readability.
Change m_GeneratedTexts from pointer to reference, so that one doesn't
have to keep track to delete it correctly in several places, without
having to resort to copy or move assignments but constructing in place.
Mark CGUIText as NONCOPYABLE and MOVABLE which is already implicitly the
case due to the CGUISpriteInstance members, refs 0a7d0ecdde/D2133,
D2163/3028551b91.

Differential Revision: https://code.wildfiregames.com/D2168
Prepared by the GUIText.h file split in 838889ab12 / D2167.
Comments By: Vladislav
Tested on: gcc 9, clang 8, VS2015, Jenkins
Inlining tested using: clang -Rpass=inline and gcc -Winline

This was SVN commit r22679.
This commit is contained in:
elexis 2019-08-17 01:32:11 +00:00
parent 24f97d9fd5
commit ba56191dc2
18 changed files with 832 additions and 680 deletions

View File

@ -47,8 +47,7 @@ CButton::CButton(CGUI* pGUI)
AddSetting<CStrW>("tooltip");
AddSetting<CStr>("tooltip_style");
// Add text
AddText(new SGUIText());
AddText();
}
CButton::~CButton()
@ -70,9 +69,10 @@ void CButton::SetupText()
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(*caption, font, m_CachedActualSize.GetWidth(), buffer_zone, this);
CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
m_GeneratedTexts[0] = CGUIText(m_pGUI, *caption, font, m_CachedActualSize.GetWidth(), buffer_zone, this);
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
}
void CButton::HandleMessage(SGUIMessage& Message)

View File

@ -208,8 +208,6 @@ void CChart::UpdateSeries()
void CChart::SetupText()
{
for (SGUIText* t : m_GeneratedTexts)
delete t;
m_GeneratedTexts.clear();
m_TextPositions.clear();
@ -290,10 +288,8 @@ CSize CChart::AddFormattedValue(const CStrW& format, const float value, const CS
LOGERROR("Unsupported chart format: " + format.EscapeToPrintableASCII());
return CSize();
}
SGUIText* text = new SGUIText();
*text = GetGUI()->GenerateText(gui_str, font, 0, buffer_zone, this);
AddText(text);
return text->m_Size;
return AddText(gui_str, font, 0, buffer_zone, this).GetSize();
}
void CChart::UpdateBounds()

View File

@ -57,7 +57,7 @@ CCheckBox::CCheckBox(CGUI* pGUI)
AddSetting<CStrW>("tooltip");
AddSetting<CStr>("tooltip_style");
AddText(new SGUIText());
AddText();
}
CCheckBox::~CCheckBox()
@ -82,7 +82,7 @@ void CCheckBox::SetupText()
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(*caption, font, m_CachedActualSize.GetWidth()-square_side, 0.f, this);
m_GeneratedTexts[0] = CGUIText(m_pGUI, *caption, font, m_CachedActualSize.GetWidth() - square_side, 0.f, this);
}
void CCheckBox::HandleMessage(SGUIMessage& Message)

View File

@ -40,7 +40,6 @@
#include "graphics/FontMetrics.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextRenderer.h"
#include "i18n/L10n.h"
#include "lib/bits.h"
#include "lib/input.h"
@ -485,400 +484,6 @@ const SGUIScrollBarStyle* CGUI::GetScrollBarStyle(const CStr& style) const
return &it->second;
}
// private struct used only in GenerateText(...)
struct SGenerateTextImage
{
// Only primitve members, so move assignments are the same as copy assignments.
float m_YFrom, // The image's starting location in Y
m_YTo, // The image's end location in Y
m_Indentation; // The image width in other words
// Some help functions
// TODO Gee: CRect => CPoint ?
void SetupSpriteCall(const bool Left, SGUIText::SSpriteCall& SpriteCall,
const float width, const float y,
const CSize& Size, const CStr& TextureName,
const float BufferZone, const int CellID)
{
// TODO Gee: Temp hardcoded values
SpriteCall.m_Area.top = y+BufferZone;
SpriteCall.m_Area.bottom = y+BufferZone + Size.cy;
if (Left)
{
SpriteCall.m_Area.left = BufferZone;
SpriteCall.m_Area.right = Size.cx+BufferZone;
}
else
{
SpriteCall.m_Area.left = width-BufferZone - Size.cx;
SpriteCall.m_Area.right = width-BufferZone;
}
SpriteCall.m_CellID = CellID;
SpriteCall.m_Sprite = TextureName;
m_YFrom = SpriteCall.m_Area.top-BufferZone;
m_YTo = SpriteCall.m_Area.bottom+BufferZone;
m_Indentation = Size.cx+BufferZone*2;
}
};
SGUIText CGUI::GenerateText(const CGUIString& string, const CStrW& FontW, const float& Width, const float& BufferZone, const IGUIObject* pObject)
{
SGUIText Text;
CStrIntern Font(FontW.ToUTF8());
if (string.m_Words.empty())
return Text;
float x = BufferZone, y = BufferZone; // drawing pointer
int from = 0;
bool done = false;
bool FirstLine = true; // Necessary because text in the first line is shorter
// (it doesn't count the line spacing)
// Images on the left or the right side.
std::vector<SGenerateTextImage> Images[2];
int pos_last_img = -1; // Position in the string where last img (either left or right) were encountered.
// in order to avoid duplicate processing.
// Easier to read.
bool WordWrapping = (Width != 0);
// get the alignment type for the control we are computing the text for since
// we are computing the horizontal alignment in this method in order to not have
// to run through the TextCalls a second time in the CalculateTextPosition method again
EAlign align = EAlign_Left;
if (pObject->SettingExists("text_align"))
GUI<EAlign>::GetSetting(pObject, "text_align", align);
// Go through string word by word
for (int i = 0; i < (int)string.m_Words.size()-1 && !done; ++i)
{
// Pre-process each line one time, so we know which floating images
// will be added for that line.
// Generated stuff is stored in Feedback.
CGUIString::SFeedback Feedback;
// Preliminary line_height, used for word-wrapping with floating images.
float prelim_line_height = 0.f;
// Width and height of all text calls generated.
string.GenerateTextCall(this, Feedback, Font,
string.m_Words[i], string.m_Words[i+1],
FirstLine);
// Loop through our images queues, to see if images has been added.
// Check if this has already been processed.
// Also, floating images are only applicable if Word-Wrapping is on
if (WordWrapping && i > pos_last_img)
{
// Loop left/right
for (int j = 0; j < 2; ++j)
{
for (const CStr& imgname : Feedback.m_Images[j])
{
SGUIText::SSpriteCall SpriteCall;
SGenerateTextImage Image;
// Y is if no other floating images is above, y. Else it is placed
// after the last image, like a stack downwards.
float _y;
if (!Images[j].empty())
_y = std::max(y, Images[j].back().m_YTo);
else
_y = y;
// Get Size from Icon database
const SGUIIcon& icon = GetIcon(imgname);
const CSize& size = icon.m_Size;
Image.SetupSpriteCall((j == CGUIString::SFeedback::Left), SpriteCall, Width, _y, size, icon.m_SpriteName, BufferZone, icon.m_CellID);
// Check if image is the lowest thing.
Text.m_Size.cy = std::max(Text.m_Size.cy, Image.m_YTo);
Images[j].emplace_back(Image);
Text.m_SpriteCalls.emplace_back(std::move(SpriteCall));
}
}
}
pos_last_img = std::max(pos_last_img, i);
x += Feedback.m_Size.cx;
prelim_line_height = std::max(prelim_line_height, Feedback.m_Size.cy);
// If Width is 0, then there's no word-wrapping, disable NewLine.
if ((WordWrapping && (x > Width-BufferZone || Feedback.m_NewLine)) || i == (int)string.m_Words.size()-2)
{
// Change 'from' to 'i', but first keep a copy of its value.
int temp_from = from;
from = i;
static const int From = 0, To = 1;
//int width_from=0, width_to=width;
float width_range[2];
width_range[From] = BufferZone;
width_range[To] = Width - BufferZone;
// Floating images are only applicable if word-wrapping is enabled.
if (WordWrapping)
{
// Decide width of the line. We need to iterate our floating images.
// this won't be exact because we're assuming the line_height
// will be as our preliminary calculation said. But that may change,
// although we'd have to add a couple of more loops to try straightening
// this problem out, and it is very unlikely to happen noticeably if one
// structures his text in a stylistically pure fashion. Even if not, it
// is still quite unlikely it will happen.
// Loop through left and right side, from and to.
for (int j = 0; j < 2; ++j)
{
for (const SGenerateTextImage& img : Images[j])
{
// We're working with two intervals here, the image's and the line height's.
// let's find the union of these two.
float union_from, union_to;
union_from = std::max(y, img.m_YFrom);
union_to = std::min(y+prelim_line_height, img.m_YTo);
// The union is not empty
if (union_to > union_from)
{
if (j == From)
width_range[From] = std::max(width_range[From], img.m_Indentation);
else
width_range[To] = std::min(width_range[To], Width - img.m_Indentation);
}
}
}
}
// Reset X for the next loop
x = width_range[From];
// Now we'll do another loop to figure out the height and width of
// the line (the height of the largest character and the width is
// the sum of all of the individual widths). This
// couldn't be determined in the first loop (main loop)
// because it didn't regard images, so we don't know
// if all characters processed, will actually be involved
// in that line.
float line_height = 0.f;
float line_width = 0.f;
for (int j = temp_from; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use
// another.
CGUIString::SFeedback Feedback2;
// Don't attach object, it'll suppress the errors
// we want them to be reported in the final GenerateTextCall()
// so that we don't get duplicates.
string.GenerateTextCall(this, Feedback2, Font,
string.m_Words[j], string.m_Words[j+1],
FirstLine);
// Append X value.
x += Feedback2.m_Size.cx;
if (WordWrapping && x > width_range[To] && j!=temp_from && !Feedback2.m_NewLine)
{
// The calculated width of each word includes the space between the current
// word and the next. When we're wrapping, we need subtract the width of the
// space after the last word on the line before the wrap.
CFontMetrics currentFont(Font);
line_width -= currentFont.GetCharacterWidth(*L" ");
break;
}
// Let line_height be the maximum m_Height we encounter.
line_height = std::max(line_height, Feedback2.m_Size.cy);
// If the current word is an explicit new line ("\n"),
// break now before adding the width of this character.
// ("\n" doesn't have a glyph, thus is given the same width as
// the "missing glyph" character by CFont::GetCharacterWidth().)
if (WordWrapping && Feedback2.m_NewLine)
break;
line_width += Feedback2.m_Size.cx;
}
float dx = 0.f;
// compute offset based on what kind of alignment
switch (align)
{
case EAlign_Left:
// don't add an offset
dx = 0.f;
break;
case EAlign_Center:
dx = ((width_range[To] - width_range[From]) - line_width) / 2;
break;
case EAlign_Right:
dx = width_range[To] - line_width;
break;
default:
debug_warn(L"Broken EAlign in CGUI::GenerateText()");
break;
}
// Reset x once more
x = width_range[From];
// Move down, because font drawing starts from the baseline
y += line_height;
// Do the real processing now
for (int j = temp_from; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use
// another one.
CGUIString::SFeedback Feedback2;
// Defaults
string.GenerateTextCall(this, Feedback2, Font,
string.m_Words[j], string.m_Words[j+1],
FirstLine, pObject);
// Iterate all and set X/Y values
// Since X values are not set, we need to make an internal
// iteration with an increment that will append the internal
// x, that is what x_pointer is for.
float x_pointer = 0.f;
for (SGUIText::STextCall& tc : Feedback2.m_TextCalls)
{
tc.m_Pos = CPos(dx + x + x_pointer, y);
x_pointer += tc.m_Size.cx;
if (tc.m_pSpriteCall)
tc.m_pSpriteCall->m_Area += tc.m_Pos - CSize(0, tc.m_pSpriteCall->m_Area.GetHeight());
}
// Append X value.
x += Feedback2.m_Size.cx;
// The first word overrides the width limit, what we
// do, in those cases, are just drawing that word even
// though it'll extend the object.
if (WordWrapping) // only if word-wrapping is applicable
{
if (Feedback2.m_NewLine)
{
from = j+1;
// Sprite call can exist within only a newline segment,
// therefore we need this.
Text.m_SpriteCalls.insert(
Text.m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
break;
}
else if (x > width_range[To] && j == temp_from)
{
from = j+1;
// do not break, since we want it to be added to m_TextCalls
}
else if (x > width_range[To])
{
from = j;
break;
}
}
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
Text.m_TextCalls.insert(
Text.m_TextCalls.end(),
std::make_move_iterator(Feedback2.m_TextCalls.begin()),
std::make_move_iterator(Feedback2.m_TextCalls.end()));
Text.m_SpriteCalls.insert(
Text.m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
if (j == (int)string.m_Words.size()-2)
done = true;
}
// Reset X
x = BufferZone;
// Update dimensions
Text.m_Size.cx = std::max(Text.m_Size.cx, line_width + BufferZone * 2);
Text.m_Size.cy = std::max(Text.m_Size.cy, y + BufferZone);
FirstLine = false;
// Now if we entered as from = i, then we want
// i being one minus that, so that it will become
// the same i in the next loop. The difference is that
// we're on a new line now.
i = from-1;
}
}
return Text;
}
void CGUI::DrawText(SGUIText& Text, const CGUIColor& DefaultColor, const CPos& pos, const float& z, const CRect& clipping)
{
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
tech->BeginPass();
bool isClipped = (clipping != CRect());
if (isClipped)
{
glEnable(GL_SCISSOR_TEST);
glScissor(
clipping.left * g_GuiScale,
g_yres - clipping.bottom * g_GuiScale,
clipping.GetWidth() * g_GuiScale,
clipping.GetHeight() * g_GuiScale);
}
CTextRenderer textRenderer(tech->GetShader());
textRenderer.SetClippingRect(clipping);
textRenderer.Translate(0.0f, 0.0f, z);
for (const SGUIText::STextCall& tc : Text.m_TextCalls)
{
// If this is just a placeholder for a sprite call, continue
if (tc.m_pSpriteCall)
continue;
CGUIColor color = tc.m_UseCustomColor ? tc.m_Color : DefaultColor;
textRenderer.Color(color);
textRenderer.Font(tc.m_Font);
textRenderer.Put((float)(int)(pos.x + tc.m_Pos.x), (float)(int)(pos.y + tc.m_Pos.y), &tc.m_String);
}
textRenderer.Render();
for (const SGUIText::SSpriteCall& sc : Text.m_SpriteCalls)
DrawSprite(sc.m_Sprite, sc.m_CellID, z, sc.m_Area + pos);
if (isClipped)
glDisable(GL_SCISSOR_TEST);
tech->EndPass();
}
bool CGUI::GetPreDefinedColor(const CStr& name, CGUIColor& Output) const
{
std::map<CStr, CGUIColor>::const_iterator cit = m_PreDefinedColors.find(name);

View File

@ -53,9 +53,8 @@ struct SGUIStyle
class JSObject; // The GUI stores a JSObject*, so needs to know that JSObject exists
class IGUIObject;
class CGUISpriteInstance;
struct SGUIText;
struct CGUIColor;
struct SGUIText;
class CGUIText;
struct SGUIIcon;
class CGUIString;
class CGUISprite;
@ -124,17 +123,6 @@ public:
*/
void DrawSprite(const CGUISpriteInstance& Sprite, int CellID, const float& Z, const CRect& Rect, const CRect& Clipping = CRect());
/**
* Draw a SGUIText object
*
* @param Text Text object.
* @param DefaultColor Color used if no tag applied.
* @param pos position
* @param z z value.
* @param clipping
*/
void DrawText(SGUIText& Text, const CGUIColor& DefaultColor, const CPos& pos, const float& z, const CRect& clipping);
/**
* Clean up, call this to clean up all memory allocated
* within the GUI.
@ -226,25 +214,6 @@ public:
*/
void UpdateResolution();
/**
* Generate a SGUIText 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.
*
* Done through the CGUI since it can communicate with
*
* @param Text Text to generate SGUIText 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 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.
*/
SGUIText GenerateText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone, const IGUIObject* pObject = NULL);
/**
* Check if an icon exists
*/

View File

@ -17,13 +17,15 @@
#include "precompiled.h"
#include <algorithm>
#include "CGUIString.h"
#include "graphics/FontMetrics.h"
#include "gui/GUI.h"
#include "lib/utf8.h"
#include "graphics/FontMetrics.h"
#include "ps/CLogger.h"
#include <algorithm>
#include <array>
// List of word delimiter bounds
// The list contains ranges of word delimiters. The odd indexed chars are the start
@ -118,10 +120,10 @@ void CGUIString::GenerateTextCall(const CGUI* pGUI, SFeedback& Feedback, CStrInt
// to the icon, this is to be able to iterate
// through the text-calls without having to
// complex the structure virtually for nothing more.
SGUIText::STextCall TextCall;
CGUIText::STextCall TextCall;
// Also add it to the sprites being rendered.
SGUIText::SSpriteCall SpriteCall;
CGUIText::SSpriteCall SpriteCall;
// Get Icon from icon database in pGUI
const SGUIIcon& icon = pGUI->GetIcon(path);
@ -174,7 +176,7 @@ void CGUIString::GenerateTextCall(const CGUI* pGUI, SFeedback& Feedback, CStrInt
}
else if (_to > _from && !Feedback.m_NewLine)
{
SGUIText::STextCall TextCall;
CGUIText::STextCall TextCall;
// Set defaults
TextCall.m_Font = DefaultFont;

View File

@ -15,27 +15,17 @@
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* GUI text, handles text stuff
*
* --Overview--
* Mainly contains struct SGUIText and friends.
* Actual text processing is made in CGUI::GenerateText()
*
* --More info--
* Check GUI.h
*
*/
#ifndef INCLUDED_CGUISTRING
#define INCLUDED_CGUISTRING
#include <list>
#include "gui/CGUISprite.h"
#include "gui/GUItext.h"
#include "gui/CGUIText.h"
#include "ps/CStrIntern.h"
#include <array>
#include <list>
#include <vector>
class CGUI;
/**
@ -43,9 +33,9 @@ class CGUI;
* the tags and builds up a list of all text that will
* be different when outputted.
*
* The difference between CGUIString and SGUIText is that
* The difference between CGUIString and CGUIText is that
* CGUIString is a string-class that parses the tags
* when the value is set. The SGUIText is just a container
* when the value is set. The CGUIText is just a container
* which stores the positions and settings of all text-calls
* that will have to be made to the Renderer.
*/
@ -147,14 +137,15 @@ public:
/**
* Image stacks, for left and right floating images.
*/
std::vector<CStr> m_Images[2]; // left and right
std::array<std::vector<CStr>, 2> m_Images; // left and right
/**
* Text and Sprite Calls.
*/
std::vector<SGUIText::STextCall> m_TextCalls;
std::list<SGUIText::SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
// so that we can point to elements.
std::vector<CGUIText::STextCall> m_TextCalls;
// list for consistent mem addresses so that we can point to elements.
std::list<CGUIText::SSpriteCall> m_SpriteCalls;
/**
* Width and Height *feedback*

471
source/gui/CGUIText.cpp Normal file
View File

@ -0,0 +1,471 @@
/* Copyright (C) 2019 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 "CGUIText.h"
#include "gui/CGUIString.h"
#include "gui/IGUIObject.h"
#include "graphics/FontMetrics.h"
#include "graphics/ShaderManager.h"
#include "renderer/Renderer.h"
#include <math.h>
extern int g_xres, g_yres;
extern float g_GuiScale;
// TODO Gee: CRect => CPoint ?
void SGenerateTextImage::SetupSpriteCall(
const bool Left, CGUIText::SSpriteCall& SpriteCall, const float width, const float y,
const CSize& Size, const CStr& TextureName, const float BufferZone, const int CellID)
{
// TODO Gee: Temp hardcoded values
SpriteCall.m_Area.top = y + BufferZone;
SpriteCall.m_Area.bottom = y + BufferZone + Size.cy;
if (Left)
{
SpriteCall.m_Area.left = BufferZone;
SpriteCall.m_Area.right = Size.cx + BufferZone;
}
else
{
SpriteCall.m_Area.left = width-BufferZone - Size.cx;
SpriteCall.m_Area.right = width-BufferZone;
}
SpriteCall.m_CellID = CellID;
SpriteCall.m_Sprite = TextureName;
m_YFrom = SpriteCall.m_Area.top - BufferZone;
m_YTo = SpriteCall.m_Area.bottom + BufferZone;
m_Indentation = Size.cx + BufferZone * 2;
}
CGUIText::CGUIText(const CGUI* pGUI, const CGUIString& string, const CStrW& FontW, const float Width, const float BufferZone, const IGUIObject* pObject)
{
if (string.m_Words.empty())
return;
CStrIntern Font(FontW.ToUTF8());
float x = BufferZone, y = BufferZone; // drawing pointer
int from = 0;
bool FirstLine = true; // Necessary because text in the first line is shorter
// (it doesn't count the line spacing)
// Images on the left or the right side.
SGenerateTextImages Images;
int pos_last_img = -1; // Position in the string where last img (either left or right) were encountered.
// in order to avoid duplicate processing.
// get the alignment type for the control we are computing the text for since
// we are computing the horizontal alignment in this method in order to not have
// to run through the TextCalls a second time in the CalculateTextPosition method again
EAlign align = EAlign_Left;
if (pObject->SettingExists("text_align"))
GUI<EAlign>::GetSetting(pObject, "text_align", align);
// Go through string word by word
for (int i = 0; i < static_cast<int>(string.m_Words.size()) - 1; ++i)
{
// Pre-process each line one time, so we know which floating images
// will be added for that line.
// Generated stuff is stored in Feedback.
CGUIString::SFeedback Feedback;
// Preliminary line height, used for word-wrapping with floating images.
float prelim_line_height = 0.f;
// Width and height of all text calls generated.
string.GenerateTextCall(pGUI, Feedback, Font, string.m_Words[i], string.m_Words[i+1], FirstLine);
SetupSpriteCalls(pGUI, Feedback.m_Images, y, Width, BufferZone, i, pos_last_img, Images);
pos_last_img = std::max(pos_last_img, i);
x += Feedback.m_Size.cx;
prelim_line_height = std::max(prelim_line_height, Feedback.m_Size.cy);
// If Width is 0, then there's no word-wrapping, disable NewLine.
if (((Width != 0 && (x > Width - BufferZone || Feedback.m_NewLine)) || i == static_cast<int>(string.m_Words.size()) - 2) &&
ProcessLine(pGUI, string, Font, pObject, Images, align, prelim_line_height, Width, BufferZone, FirstLine, x, y, i, from))
return;
}
}
// Loop through our images queues, to see if images have been added.
void CGUIText::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 pos_last_img,
SGenerateTextImages& Images)
{
// Check if this has already been processed.
// Also, floating images are only applicable if Word-Wrapping is on
if (Width == 0 || i <= pos_last_img)
return;
// Loop left/right
for (int j = 0; j < 2; ++j)
for (const CStr& imgname : FeedbackImages[j])
{
SSpriteCall SpriteCall;
SGenerateTextImage Image;
// Y is if no other floating images is above, y. Else it is placed
// after the last image, like a stack downwards.
float _y;
if (!Images[j].empty())
_y = std::max(y, Images[j].back().m_YTo);
else
_y = y;
const SGUIIcon& icon = pGUI->GetIcon(imgname);
Image.SetupSpriteCall(j == CGUIString::SFeedback::Left, SpriteCall, Width, _y, icon.m_Size, icon.m_SpriteName, BufferZone, icon.m_CellID);
// Check if image is the lowest thing.
m_Size.cy = std::max(m_Size.cy, Image.m_YTo);
Images[j].emplace_back(Image);
m_SpriteCalls.emplace_back(std::move(SpriteCall));
}
}
// Now we'll do another loop to figure out the height and width of
// the line (the height of the largest character and the width is
// the sum of all of the individual widths). This
// couldn't be determined in the first loop (main loop)
// because it didn't regard images, so we don't know
// if all characters processed, will actually be involved
// in that line.
void CGUIText::ComputeLineSize(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const bool FirstLine,
const float Width,
const float width_range_to,
const int i,
const int temp_from,
float& x,
CSize& line_size) const
{
for (int j = temp_from; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use another one.
CGUIString::SFeedback Feedback2;
// Don't attach object, it'll suppress the errors
// we want them to be reported in the final GenerateTextCall()
// so that we don't get duplicates.
string.GenerateTextCall(pGUI, Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine);
// Append X value.
x += Feedback2.m_Size.cx;
if (Width != 0 && x > width_range_to && j != temp_from && !Feedback2.m_NewLine)
{
// The calculated width of each word includes the space between the current
// word and the next. When we're wrapping, we need subtract the width of the
// space after the last word on the line before the wrap.
CFontMetrics currentFont(Font);
line_size.cx -= currentFont.GetCharacterWidth(*L" ");
break;
}
// Let line_size.cy be the maximum m_Height we encounter.
line_size.cy = std::max(line_size.cy, Feedback2.m_Size.cy);
// If the current word is an explicit new line ("\n"),
// break now before adding the width of this character.
// ("\n" doesn't have a glyph, thus is given the same width as
// the "missing glyph" character by CFont::GetCharacterWidth().)
if (Width != 0 && Feedback2.m_NewLine)
break;
line_size.cx += Feedback2.m_Size.cx;
}
}
bool CGUIText::ProcessLine(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const IGUIObject* pObject,
const SGenerateTextImages& Images,
const EAlign align,
const float prelim_line_height,
const float Width,
const float BufferZone,
bool& FirstLine,
float& x,
float& y,
int& i,
int& from)
{
// Change 'from' to 'i', but first keep a copy of its value.
int temp_from = from;
from = i;
float width_range_from = BufferZone;
float width_range_to = Width - BufferZone;
ComputeLineRange(Images, y, Width, prelim_line_height, width_range_from, width_range_to);
// Reset X for the next loop
x = width_range_from;
CSize line_size;
ComputeLineSize(pGUI, string, Font, FirstLine, Width, width_range_to, i, temp_from, x, line_size);
// Reset x once more
x = width_range_from;
// Move down, because font drawing starts from the baseline
y += line_size.cy;
const float dx = GetLineOffset(align, width_range_from, width_range_to, line_size);
// Do the real processing now
const bool done = AssembleCalls(pGUI, string, Font, pObject, FirstLine, Width, width_range_to, dx, y, temp_from, i, x, from);
// Reset X
x = BufferZone;
// Update dimensions
m_Size.cx = std::max(m_Size.cx, line_size.cx + BufferZone * 2);
m_Size.cy = std::max(m_Size.cy, y + BufferZone);
FirstLine = false;
// Now if we entered as from = i, then we want
// i being one minus that, so that it will become
// the same i in the next loop. The difference is that
// we're on a new line now.
i = from - 1;
return done;
}
// Decide width of the line. We need to iterate our floating images.
// this won't be exact because we're assuming the line_size.cy
// will be as our preliminary calculation said. But that may change,
// although we'd have to add a couple of more loops to try straightening
// this problem out, and it is very unlikely to happen noticeably if one
// structures his text in a stylistically pure fashion. Even if not, it
// is still quite unlikely it will happen.
// Loop through left and right side, from and to.
void CGUIText::ComputeLineRange(
const SGenerateTextImages& Images,
const float y,
const float Width,
const float prelim_line_height,
float& width_range_from,
float& width_range_to) const
{
// Floating images are only applicable if word-wrapping is enabled.
if (Width == 0)
return;
for (int j = 0; j < 2; ++j)
for (const SGenerateTextImage& img : Images[j])
{
// We're working with two intervals here, the image's and the line height's.
// let's find the union of these two.
float union_from, union_to;
union_from = std::max(y, img.m_YFrom);
union_to = std::min(y + prelim_line_height, img.m_YTo);
// The union is not empty
if (union_to > union_from)
{
if (j == 0)
width_range_from = std::max(width_range_from, img.m_Indentation);
else
width_range_to = std::min(width_range_to, Width - img.m_Indentation);
}
}
}
// compute offset based on what kind of alignment
float CGUIText::GetLineOffset(
const EAlign align,
const float width_range_from,
const float width_range_to,
const CSize& line_size) const
{
switch (align)
{
case EAlign_Left:
// don't add an offset
return 0.f;
case EAlign_Center:
return ((width_range_to - width_range_from) - line_size.cx) / 2;
case EAlign_Right:
return width_range_to - line_size.cx;
default:
debug_warn(L"Broken EAlign in CGUIText()");
return 0.f;
}
}
bool CGUIText::AssembleCalls(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const IGUIObject* pObject,
const bool FirstLine,
const float Width,
const float width_range_to,
const float dx,
const float y,
const int temp_from,
const int i,
float& x,
int& from)
{
bool done = false;
for (int j = temp_from; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use another one.
CGUIString::SFeedback Feedback2;
// Defaults
string.GenerateTextCall(pGUI, Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine, pObject);
// Iterate all and set X/Y values
// Since X values are not set, we need to make an internal
// iteration with an increment that will append the internal
// x, that is what x_pointer is for.
float x_pointer = 0.f;
for (STextCall& tc : Feedback2.m_TextCalls)
{
tc.m_Pos = CPos(dx + x + x_pointer, y);
x_pointer += tc.m_Size.cx;
if (tc.m_pSpriteCall)
tc.m_pSpriteCall->m_Area += tc.m_Pos - CSize(0, tc.m_pSpriteCall->m_Area.GetHeight());
}
// Append X value.
x += Feedback2.m_Size.cx;
// The first word overrides the width limit, what we
// do, in those cases, are just drawing that word even
// though it'll extend the object.
if (Width != 0) // only if word-wrapping is applicable
{
if (Feedback2.m_NewLine)
{
from = j + 1;
// Sprite call can exist within only a newline segment,
// therefore we need this.
m_SpriteCalls.insert(
m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
break;
}
else if (x > width_range_to && j == temp_from)
{
from = j+1;
// do not break, since we want it to be added to m_TextCalls
}
else if (x > width_range_to)
{
from = j;
break;
}
}
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
m_TextCalls.insert(
m_TextCalls.end(),
std::make_move_iterator(Feedback2.m_TextCalls.begin()),
std::make_move_iterator(Feedback2.m_TextCalls.end()));
m_SpriteCalls.insert(
m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
if (j == static_cast<int>(string.m_Words.size()) - 2)
done = true;
}
return done;
}
void CGUIText::Draw(CGUI* pGUI, const CGUIColor& DefaultColor, const CPos& pos, const float z, const CRect& clipping) const
{
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
tech->BeginPass();
bool isClipped = clipping != CRect();
if (isClipped)
{
glEnable(GL_SCISSOR_TEST);
glScissor(
clipping.left * g_GuiScale,
g_yres - clipping.bottom * g_GuiScale,
clipping.GetWidth() * g_GuiScale,
clipping.GetHeight() * g_GuiScale);
}
CTextRenderer textRenderer(tech->GetShader());
textRenderer.SetClippingRect(clipping);
textRenderer.Translate(0.0f, 0.0f, z);
for (const STextCall& tc : m_TextCalls)
{
// If this is just a placeholder for a sprite call, continue
if (tc.m_pSpriteCall)
continue;
CGUIColor color = tc.m_UseCustomColor ? tc.m_Color : DefaultColor;
textRenderer.Color(color);
textRenderer.Font(tc.m_Font);
textRenderer.Put(floorf(pos.x + tc.m_Pos.x), floorf(pos.y + tc.m_Pos.y), &tc.m_String);
}
textRenderer.Render();
for (const SSpriteCall& sc : m_SpriteCalls)
pGUI->DrawSprite(sc.m_Sprite, sc.m_CellID, z, sc.m_Area + pos);
if (isClipped)
glDisable(GL_SCISSOR_TEST);
tech->EndPass();
}

283
source/gui/CGUIText.h Normal file
View File

@ -0,0 +1,283 @@
/* Copyright (C) 2019 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/CGUIColor.h"
#include "gui/CGUISprite.h"
#include "gui/GUIutil.h"
#include "graphics/TextRenderer.h"
#include "ps/CStrIntern.h"
#include "ps/Shapes.h"
#include <array>
#include <list>
#include <vector>
class CGUIString;
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() : m_CellID(0) {}
/**
* Size and position of sprite
*/
CRect m_Area;
/**
* Sprite from global GUI sprite database.
*/
CGUISpriteInstance m_Sprite;
int m_CellID;
/**
* Tooltip text
*/
CStrW m_Tooltip;
/**
* Tooltip style
*/
CStrW m_TooltipStyle;
};
/**
* 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(NULL) {}
/**
* Position
*/
CPos m_Pos;
/**
* Size
*/
CSize 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;
/**
* *IF* an icon, then this is not NULL.
*/
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 Text 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 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 IGUIObject* pObject = nullptr);
/**
* Draw this CGUIText object
*/
void Draw(CGUI* pGUI, const CGUIColor& DefaultColor, const CPos& pos, const float z, const CRect& clipping) const;
const CSize& 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 prelim_line_height,
const float Width,
const float BufferZone,
bool& FirstLine,
float& x,
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 pos_last_img,
SGenerateTextImages& Images);
float GetLineOffset(
const EAlign align,
const float width_range_from,
const float width_range_to,
const CSize& line_size) const;
void ComputeLineRange(
const SGenerateTextImages& Images,
const float y,
const float Width,
const float prelim_line_height,
float& width_range_from,
float& width_range_to) const;
void ComputeLineSize(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const bool FirstLine,
const float Width,
const float width_range_to,
const int i,
const int temp_from,
float& x,
CSize& line_size) const;
bool AssembleCalls(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const IGUIObject* pObject,
const bool FirstLine,
const float Width,
const float width_range_to,
const float dx,
const float y,
const int temp_from,
const int i,
float& x,
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.
*/
CSize 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 CSize& Size, const CStr& TextureName, const float BufferZone, const int CellID);
};
#endif // INCLUDED_GUITEXT

View File

@ -82,8 +82,6 @@ void CList::SetupText()
// 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.
for (SGUIText* const& t : m_GeneratedTexts)
delete t;
m_GeneratedTexts.clear();
CStrW font;
@ -108,23 +106,20 @@ void CList::SetupText()
for (size_t i = 0; i < pList->m_Items.size(); ++i)
{
// Create a new SGUIText. Later on, input it using AddText()
SGUIText* text = new SGUIText();
CGUIText* text;
if (!pList->m_Items[i].GetOriginalString().empty())
*text = GetGUI()->GenerateText(pList->m_Items[i], font, width, buffer_zone, this);
text = &AddText(pList->m_Items[i], font, width, buffer_zone, this);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
*text = GetGUI()->GenerateText(align_string, font, width, buffer_zone, this);
text = &AddText(align_string, font, width, buffer_zone, this);
}
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->m_Size.cy;
AddText(text);
buffered_y += text->GetSize().cy;
}
m_ItemsYPositions[pList->m_Items.size()] = buffered_y;

View File

@ -49,8 +49,6 @@ void COList::SetupText()
// 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.
for (SGUIText* const& t : m_GeneratedTexts)
delete t;
m_GeneratedTexts.clear();
CStrW font;
@ -78,12 +76,11 @@ void COList::SetupText()
if (column.m_Width > 0 && column.m_Width < 1)
width *= m_TotalAvailableColumnWidth;
SGUIText* text = new SGUIText();
CGUIString gui_string;
gui_string.SetValue(column.m_Heading);
*text = GetGUI()->GenerateText(gui_string, font, width, buffer_zone, this);
AddText(text);
m_HeadingHeight = std::max(m_HeadingHeight, text->m_Size.cy + COLUMN_SHIFT.y);
const CGUIText& text = AddText(gui_string, font, width, buffer_zone, this);
m_HeadingHeight = std::max(m_HeadingHeight, text.GetSize().cy + COLUMN_SHIFT.y);
}
// Generate texts
@ -101,18 +98,17 @@ void COList::SetupText()
CGUIList* pList_c;
GUI<CGUIList>::GetSettingPointer(this, "list_" + column.m_Id, pList_c);
SGUIText* text = new SGUIText();
CGUIText* text;
if (!pList_c->m_Items[i].GetOriginalString().empty())
*text = GetGUI()->GenerateText(pList_c->m_Items[i], font, width, buffer_zone, this);
text = &AddText(pList_c->m_Items[i], font, width, buffer_zone, this);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
*text = GetGUI()->GenerateText(align_string, font, width, buffer_zone, this);
text = &AddText(align_string, font, width, buffer_zone, this);
}
shift = std::max(shift, text->m_Size.cy);
AddText(text);
shift = std::max(shift, text->GetSize().cy);
}
buffered_y += shift;
}

View File

@ -57,7 +57,7 @@ CText::CText(CGUI* pGUI)
AddScrollBar(bar);
// Add text
AddText(new SGUIText());
AddText();
}
CText::~CText()
@ -89,10 +89,10 @@ void CText::SetupText()
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(*caption, font, width, buffer_zone, this);
m_GeneratedTexts[0] = CGUIText(m_pGUI, *caption, font, width, buffer_zone, this);
if (!scrollbar)
CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
// Setup scrollbar
if (scrollbar)
@ -109,7 +109,7 @@ void CText::SetupText()
if (scroll_bottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0]->m_Size.cy);
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0].GetSize().cy);
GetScrollBar(0).SetScrollSpace(m_CachedActualSize.GetHeight());
GetScrollBar(0).SetX(m_CachedActualSize.right);
@ -244,8 +244,8 @@ void CText::Draw()
bool CText::MouseOverIcon()
{
for (SGUIText* const& guitext : m_GeneratedTexts)
for (const SGUIText::SSpriteCall& spritecall : guitext->m_SpriteCalls)
for (const CGUIText& guitext : m_GeneratedTexts)
for (const CGUIText::SSpriteCall& spritecall : guitext.GetSpriteCalls())
{
// Check mouse over sprite
if (!spritecall.m_Area.PointInside(m_pGUI->GetMousePos() - m_CachedActualSize.TopLeft()))

View File

@ -54,7 +54,7 @@ CTooltip::CTooltip(CGUI* pGUI)
// Set up a blank piece of text, to be replaced with a more
// interesting message later
AddText(new SGUIText());
AddText();
}
CTooltip::~CTooltip()
@ -78,8 +78,7 @@ void CTooltip::SetupText()
float max_width = 0.f;
GUI<float>::GetSetting(this, "maxwidth", max_width);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(*caption, font, max_width, buffer_zone, this);
m_GeneratedTexts[0] = CGUIText(m_pGUI, *caption, font, max_width, buffer_zone, this);
// Position the tooltip relative to the mouse:
@ -96,8 +95,8 @@ void CTooltip::SetupText()
GUI<CPos>::GetSetting(this, "offset", offset);
GUI<EVAlign>::GetSetting(this, "anchor", anchor);
float textwidth = m_GeneratedTexts[0]->m_Size.cx;
float textheight = m_GeneratedTexts[0]->m_Size.cy;
float textwidth = m_GeneratedTexts[0].GetSize().cx;
float textheight = m_GeneratedTexts[0].GetSize().cy;
CClientArea size;
size.pixel.left = mousepos.x + offset.x;

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2015 Wildfire Games.
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -15,20 +15,6 @@
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
GUI Inclusion file
--Overview--
Include this file and it will include the whole GUI.
--More info--
Check TDD for GUI Engine Documentation
*/
#ifndef INCLUDED_GUI
#define INCLUDED_GUI
@ -41,8 +27,8 @@ GUI Inclusion file
#include "CGUIList.h"
#include "CGUISeries.h"
#include "CGUIText.h"
#include "GUIbase.h"
#include "GUItext.h"
#include "GUIutil.h"
#include "IGUIButtonBehavior.h"
#include "IGUIObject.h"

View File

@ -1,153 +0,0 @@
/* Copyright (C) 2019 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 <list>
#include "gui/CGUIColor.h"
#include "gui/CGUISprite.h"
#include "ps/CStrIntern.h"
#include "ps/Shapes.h"
/**
* An SGUIText 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!".
*/
struct SGUIText
{
/**
* A sprite call to the CRenderer
*/
struct SSpriteCall
{
// The CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache
NONCOPYABLE(SSpriteCall);
MOVABLE(SSpriteCall);
SSpriteCall() : m_CellID(0) {}
/**
* Size and position of sprite
*/
CRect m_Area;
/**
* Sprite from global GUI sprite database.
*/
CGUISpriteInstance m_Sprite;
int m_CellID;
/**
* Tooltip text
*/
CStrW m_Tooltip;
/**
* Tooltip style
*/
CStrW m_TooltipStyle;
};
/**
* 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(NULL) {}
/**
* Position
*/
CPos m_Pos;
/**
* Size
*/
CSize 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;
/**
* *IF* an icon, then this is not NULL.
*/
std::list<SSpriteCall>::pointer m_pSpriteCall;
};
/**
* 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.
*/
CSize m_Size;
};
#endif // INCLUDED_GUITEXT

View File

@ -25,9 +25,9 @@
#ifndef INCLUDED_IGUIOBJECT
#define INCLUDED_IGUIOBJECT
#include "GUIbase.h"
#include "GUItext.h"
#include "IGUIObject.h"
#include "gui/GUIbase.h"
#include "gui/scripting/JSInterface_IGUIObject.h"
#include "lib/input.h" // just for IN_PASS
#include "ps/XML/Xeromyces.h"

View File

@ -22,6 +22,8 @@
#include "gui/GUI.h"
#include "gui/scripting/JSInterface_IGUITextOwner.h"
#include <math.h>
IGUITextOwner::IGUITextOwner(CGUI* pGUI)
: IGUIObject(pGUI), m_GeneratedTextsValid(false)
{
@ -29,8 +31,6 @@ IGUITextOwner::IGUITextOwner(CGUI* pGUI)
IGUITextOwner::~IGUITextOwner()
{
for (SGUIText* const& t : m_GeneratedTexts)
delete t;
}
void IGUITextOwner::CreateJSObject()
@ -41,9 +41,17 @@ void IGUITextOwner::CreateJSObject()
GetGUI()->GetScriptInterface()->GetContext(), m_JSObject);
}
void IGUITextOwner::AddText(SGUIText* text)
CGUIText& IGUITextOwner::AddText()
{
m_GeneratedTexts.push_back(text);
m_GeneratedTexts.emplace_back();
return m_GeneratedTexts.back();
}
CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone, const IGUIObject* pObject)
{
// Avoids a move constructor
m_GeneratedTexts.emplace_back(m_pGUI, Text, Font, Width, BufferZone, pObject);
return m_GeneratedTexts.back();
}
void IGUITextOwner::HandleMessage(SGUIMessage& Message)
@ -90,11 +98,10 @@ void IGUITextOwner::DrawText(size_t index, const CGUIColor& color, const CPos& p
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
if (GetGUI())
GetGUI()->DrawText(*m_GeneratedTexts[index], color, pos, z, clipping);
m_GeneratedTexts.at(index).Draw(m_pGUI, color, pos, z, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& TextPos, SGUIText& Text)
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& TextPos, CGUIText& Text)
{
EVAlign valign;
GUI<EVAlign>::GetSetting(this, "text_valign", valign);
@ -110,10 +117,10 @@ void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& TextPos, SGUITex
break;
case EVAlign_Center:
// Round to integer pixel values, else the fonts look awful
TextPos.y = floorf(ObjSize.CenterPoint().y - Text.m_Size.cy/2.f);
TextPos.y = floorf(ObjSize.CenterPoint().y - Text.GetSize().cy / 2.f);
break;
case EVAlign_Bottom:
TextPos.y = ObjSize.bottom - Text.m_Size.cy;
TextPos.y = ObjSize.bottom - Text.GetSize().cy;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
@ -133,7 +140,7 @@ CSize IGUITextOwner::CalculateTextSize()
return CSize();
// GUI Object types that use multiple texts may override this function.
return m_GeneratedTexts[0]->m_Size;
return m_GeneratedTexts[0].GetSize();
}
bool IGUITextOwner::MouseOverIcon()

View File

@ -54,7 +54,12 @@ public:
/**
* Adds a text object.
*/
void AddText(SGUIText* text);
CGUIText& AddText();
/**
* Adds a text generated by the given arguments.
*/
CGUIText& AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone, const IGUIObject* pObject = nullptr);
/**
* Subscribe the custom JS methods.
@ -108,12 +113,12 @@ protected:
/**
* Texts that are generated and ready to be rendered.
*/
std::vector<SGUIText*> m_GeneratedTexts;
std::vector<CGUIText> m_GeneratedTexts;
/**
* Calculate the position for the text, based on the alignment.
*/
void CalculateTextPosition(CRect& ObjSize, CPos& TextPos, SGUIText& Text);
void CalculateTextPosition(CRect& ObjSize, CPos& TextPos, CGUIText& Text);
/**
* Calculate the size of the first generated text.