1
0
forked from 0ad/0ad
0ad/source/gui/CList.cpp
Ykkrosh f0d9806b3f # Restructured GUI implementation
CGUI now represents a single 'page'. CGUIManager maintains multiple
pages and switches between them.
Split the XML files into pregame, loading, session and messagebox pages.
Added hotloading of GUI pages.
Minor GUI cleanups.
(Merge from hg 81862d33780c)

This was SVN commit r7214.
2009-12-03 20:17:22 +00:00

529 lines
13 KiB
C++

/* Copyright (C) 2009 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/>.
*/
/*
CList
*/
#include "precompiled.h"
#include "GUI.h"
#include "CList.h"
#include "CGUIScrollBarVertical.h"
#include "ps/CLogger.h"
#include "lib/external_libraries/sdl.h"
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
CList::CList()
{
// Add sprite_disabled! TODO
AddSetting(GUIST_float, "buffer_zone");
//AddSetting(GUIST_CGUIString, "caption"); will it break removing this? If I know my system, then no, but test just in case TODO (Gee).
AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_bool, "scrollbar");
AddSetting(GUIST_CStr, "scrollbar_style");
AddSetting(GUIST_CGUISpriteInstance, "sprite");
AddSetting(GUIST_CGUISpriteInstance, "sprite_selectarea");
AddSetting(GUIST_int, "cell_id");
AddSetting(GUIST_EAlign, "text_align");
AddSetting(GUIST_CColor, "textcolor");
AddSetting(GUIST_CColor, "textcolor_selected");
AddSetting(GUIST_int, "selected"); // Index selected. -1 is none.
//AddSetting(GUIST_CStr, "tooltip");
//AddSetting(GUIST_CStr, "tooltip_style");
AddSetting(GUIST_CGUIList, "list");
GUI<bool>::SetSetting(this, "scrollbar", false);
// Nothing is selected as default.
GUI<int>::SetSetting(this, "selected", -1);
// Add scroll-bar
CGUIScrollBarVertical * bar = new CGUIScrollBarVertical();
bar->SetRightAligned(true);
bar->SetUseEdgeButtons(true);
AddScrollBar(bar);
}
CList::~CList()
{
}
void CList::SetupText()
{
if (!GetGUI())
return;
CGUIList *pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
//LOG(CLogger::Error, LOG_CATEGORY, L"SetupText() %hs", GetPresentableName().c_str());
//debug_assert(m_GeneratedTexts.size()>=1);
m_ItemsYPositions.resize( pList->m_Items.size()+1 );
// 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.
std::vector<SGUIText*>::iterator it;
for (it=m_GeneratedTexts.begin(); it!=m_GeneratedTexts.end(); ++it)
{
if (*it)
delete *it;
}
m_GeneratedTexts.clear();
CStrW font;
if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
// Use the default if none is specified
// TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
font = L"default";
//CGUIString caption;
bool scrollbar;
//GUI<CGUIString>::GetSetting(this, "caption", caption);
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
float width = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
float buffer_zone=0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
// Generate texts
float buffered_y = 0.f;
for (int i=0; i<(int)pList->m_Items.size(); ++i)
{
// Create a new SGUIText. Later on, input it using AddText()
SGUIText *text = new SGUIText();
*text = GetGUI()->GenerateText(pList->m_Items[i], font, width, buffer_zone, this);
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->m_Size.cy;
AddText(text);
}
m_ItemsYPositions[pList->m_Items.size()] = buffered_y;
//if (! scrollbar)
// CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
// Setup scrollbar
if (scrollbar)
{
GetScrollBar(0).SetScrollRange( m_ItemsYPositions.back() );
GetScrollBar(0).SetScrollSpace( GetListRect().GetHeight() );
}
}
void CList::HandleMessage(const SGUIMessage &Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
// Update scroll-bar
// TODO Gee: (2004-09-01) Is this really updated each time it should?
if (scrollbar &&
(Message.value == CStr("size") ||
Message.value == CStr("z") ||
Message.value == CStr("absolute")))
{
CRect rect = GetListRect();
GetScrollBar(0).SetX( rect.right );
GetScrollBar(0).SetY( rect.top );
GetScrollBar(0).SetZ( GetBufferedZ() );
GetScrollBar(0).SetLength( rect.bottom - rect.top );
}
if (Message.value == "list")
{
SetupText();
}
// If selected is changed, call "SelectionChange"
if (Message.value == "selected")
{
// TODO: Check range
// TODO only works if lower-case, shouldn't it be made case sensitive instead?
ScriptEvent("selectionchange");
}
if (Message.value == CStr("scrollbar"))
{
SetupText();
}
// Update scrollbar
if (Message.value == CStr("scrollbar_style"))
{
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, Message.value, scrollbar_style);
GetScrollBar(0).SetScrollBarStyle( scrollbar_style );
SetupText();
}
break;
case GUIM_MOUSE_PRESS_LEFT:
{
bool scrollbar;
CGUIList *pList;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
float scroll=0.f;
if (scrollbar)
{
scroll = GetScrollBar(0).GetPos();
}
CRect rect = GetListRect();
CPos mouse = GetMousePos();
mouse.y += scroll;
int set=-1;
for (int i=0; i<(int)pList->m_Items.size(); ++i)
{
if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
mouse.y < rect.top + m_ItemsYPositions[i+1] &&
// mouse is not over scroll-bar
!(mouse.x >= GetScrollBar(0).GetOuterRect().left &&
mouse.x <= GetScrollBar(0).GetOuterRect().right))
{
set = i;
}
}
if (set != -1)
{
GUI<int>::SetSetting(this, "selected", set);
UpdateAutoScroll();
}
} break;
case GUIM_MOUSE_WHEEL_DOWN:
GetScrollBar(0).ScrollPlus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
HandleMessage(SGUIMessage(GUIM_MOUSE_MOTION));
break;
case GUIM_MOUSE_WHEEL_UP:
GetScrollBar(0).ScrollMinus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
HandleMessage(SGUIMessage(GUIM_MOUSE_MOTION));
break;
case GUIM_LOAD:
{
CRect rect = GetListRect();
GetScrollBar(0).SetX( rect.right );
GetScrollBar(0).SetY( rect.top );
GetScrollBar(0).SetZ( GetBufferedZ() );
GetScrollBar(0).SetLength( rect.bottom - rect.top );
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, "scrollbar_style", scrollbar_style);
GetScrollBar(0).SetScrollBarStyle( scrollbar_style );
}
break;
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev)
{
int szChar = ev->ev.key.keysym.sym;
switch (szChar)
{
case SDLK_HOME:
SelectFirstElement();
UpdateAutoScroll();
break;
case SDLK_END:
SelectLastElement();
UpdateAutoScroll();
break;
case SDLK_UP:
SelectPrevElement();
UpdateAutoScroll();
break;
case SDLK_DOWN:
SelectNextElement();
UpdateAutoScroll();
break;
case SDLK_PAGEUP:
GetScrollBar(0).ScrollMinusPlenty();
break;
case SDLK_PAGEDOWN:
GetScrollBar(0).ScrollPlusPlenty();
break;
default: // Do nothing
break;
}
return IN_HANDLED;
}
void CList::Draw()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
DrawList(selected, "sprite", "sprite_selectarea", "textcolor");
}
void CList::DrawList(const int &selected,
const CStr& _sprite,
const CStr& _sprite_selected,
const CStr& _textcolor)
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
{
// Draw scrollbar
IGUIScrollBarOwner::Draw();
}
if (GetGUI())
{
CRect rect = GetListRect();
CGUISpriteInstance *sprite=NULL, *sprite_selectarea=NULL;
int cell_id;
GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite, sprite);
GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite_selected, sprite_selectarea);
GUI<int>::GetSetting(this, "cell_id", cell_id);
CGUIList *pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
GetGUI()->DrawSprite(*sprite, cell_id, bz, rect);
float scroll=0.f;
if (scrollbar)
{
scroll = GetScrollBar(0).GetPos();
}
if (selected != -1)
{
debug_assert(selected >= 0 && selected+1 < (int)m_ItemsYPositions.size());
// Get rectangle of selection:
CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rect_sel.top <= rect.bottom &&
rect_sel.bottom >= rect.top)
{
if (rect_sel.bottom > rect.bottom)
rect_sel.bottom = rect.bottom;
if (rect_sel.top < rect.top)
rect_sel.top = rect.top;
if (scrollbar)
{
// Remove any overlapping area of the scrollbar.
if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
rect_sel.right = GetScrollBar(0).GetOuterRect().left;
if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
rect_sel.left < GetScrollBar(0).GetOuterRect().right)
rect_sel.left = GetScrollBar(0).GetOuterRect().right;
}
GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
CColor color;
GUI<CColor>::GetSetting(this, _textcolor, color);
for (int i=0; i<(int)pList->m_Items.size(); ++i)
{
if (m_ItemsYPositions[i+1] - scroll < 0 ||
m_ItemsYPositions[i] - scroll > rect.GetHeight())
continue;
// Clipping area (we'll have to substract the scrollbar)
CRect cliparea = GetListRect();
if (scrollbar)
{
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
IGUITextOwner::Draw(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]),
bz+0.1f, cliparea);
}
}
}
void CList::AddItem(const CStr& str)
{
CGUIList *pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
CGUIString gui_string;
gui_string.SetValue(str);
pList->m_Items.push_back( gui_string );
// TODO Temp
SetupText();
}
bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
{
int elmt_item = pFile->GetElementID("item");
if (child.GetNodeName() == elmt_item)
{
AddItem(CStr(child.GetText()));
return true;
}
else
{
return false;
}
}
void CList::SelectNextElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
CGUIList *pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
if (selected != (int)pList->m_Items.size()-1)
{
++selected;
GUI<int>::SetSetting(this, "selected", selected);
}
}
void CList::SelectPrevElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
if (selected != 0)
{
--selected;
GUI<int>::SetSetting(this, "selected", selected);
}
}
void CList::SelectFirstElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
if (selected != 0)
{
GUI<int>::SetSetting(this, "selected", 0);
}
}
void CList::SelectLastElement()
{
int selected;
GUI<int>::GetSetting(this, "selected", selected);
CGUIList *pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
if (selected != (int)pList->m_Items.size()-1)
{
GUI<int>::SetSetting(this, "selected", (int)pList->m_Items.size()-1);
}
}
void CList::UpdateAutoScroll()
{
int selected;
bool scrollbar;
float scroll;
GUI<int>::GetSetting(this, "selected", selected);
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
CRect rect = GetListRect();
// No scrollbar, no scrolling (at least it's not made to work properly).
if (!scrollbar)
return;
scroll = GetScrollBar(0).GetPos();
// Check upper boundary
if (m_ItemsYPositions[selected] < scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[selected]);
return; // this means, if it wants to align both up and down at the same time
// this will have precedence.
}
// Check lower boundary
if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight());
}
}