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forked from 0ad/0ad
0ad/source/gui/CList.cpp
2005-04-15 22:40:15 +00:00

532 lines
14 KiB
C++

/*
CList
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"
#include "GUI.h"
#include "CList.h"
using namespace std;
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
CList::CList()
{
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_CStr, "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_int, "selected"); // Index selected. -1 is none.
//AddSetting(GUIST_CStr, "tooltip");
//AddSetting(GUIST_CStr, "tooltip_style");
GUI<bool>::SetSetting(this, "scrollbar", false);
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;
//assert(m_GeneratedTexts.size()>=1);
m_ItemsYPositions.resize( 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.
vector<SGUIText*>::iterator it;
for (it=m_GeneratedTexts.begin(); it!=m_GeneratedTexts.end(); ++it)
{
if (*it)
delete *it;
}
m_GeneratedTexts.clear();
CStr font;
if (GUI<CStr>::GetSetting(this, "font", font) != PS_OK || font.Length()==0)
// 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 = "default";
//CGUIString caption;
bool scrollbar;
//GUI<CGUIString>::GetSetting(this, "caption", caption);
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
float width = m_CachedActualSize.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 (size_t i=0; i<m_Items.size(); ++i)
{
// Create a new SGUIText. Later on, input it using AddText()
SGUIText *text = new SGUIText();
*text = GetGUI()->GenerateText(m_Items[i], font, width, buffer_zone, this);
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->m_Size.cy;
AddText(text);
}
m_ItemsYPositions[i] = 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( m_CachedActualSize.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")))
{
GetScrollBar(0).SetX( m_CachedActualSize.right );
GetScrollBar(0).SetY( m_CachedActualSize.top );
GetScrollBar(0).SetZ( GetBufferedZ() );
GetScrollBar(0).SetLength( m_CachedActualSize.bottom - m_CachedActualSize.top );
}
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;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
float scroll=0.f;
if (scrollbar)
{
scroll = GetScrollBar(0).GetPos();
}
CPos mouse = GetMousePos();
mouse.y += scroll;
int set=-1;
for (int i=0; i<(int)m_Items.size(); ++i)
{
if (mouse.y >= m_CachedActualSize.top + m_ItemsYPositions[i] &&
mouse.y < m_CachedActualSize.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).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_MOUSE_WHEEL_UP:
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_LOAD:
{
GetScrollBar(0).SetX( m_CachedActualSize.right );
GetScrollBar(0).SetY( m_CachedActualSize.top );
GetScrollBar(0).SetZ( GetBufferedZ() );
GetScrollBar(0).SetLength( m_CachedActualSize.bottom - m_CachedActualSize.top );
CStr scrollbar_style;
GUI<CStr>::GetSetting(this, "scrollbar_style", scrollbar_style);
GetScrollBar(0).SetScrollBarStyle( scrollbar_style );
}
break;
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
int CList::ManuallyHandleEvent(const SDL_Event* ev)
{
int szChar = 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 EV_HANDLED;
}
void CList::Draw()
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
bool scrollbar;
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
{
// Draw scrollbar
IGUIScrollBarOwner::Draw();
}
if (GetGUI())
{
CGUISpriteInstance *sprite=NULL, *sprite_selectarea=NULL;
int cell_id, selected;
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_selectarea", sprite_selectarea);
GUI<int>::GetSetting(this, "cell_id", cell_id);
GUI<int>::GetSetting(this, "selected", selected);
GetGUI()->DrawSprite(*sprite, cell_id, bz, m_CachedActualSize);
float scroll=0.f;
if (scrollbar)
{
scroll = GetScrollBar(0).GetPos();
}
if (selected != -1)
{
assert(selected >= 0 && selected+1 < m_ItemsYPositions.size());
// Get rectangle of selection:
CRect rect(m_CachedActualSize.left, m_CachedActualSize.top + m_ItemsYPositions[selected] - scroll,
m_CachedActualSize.right, m_CachedActualSize.top + m_ItemsYPositions[selected+1] - scroll);
if (rect.top <= m_CachedActualSize.bottom &&
rect.bottom >= m_CachedActualSize.top)
{
if (rect.bottom > m_CachedActualSize.bottom)
rect.bottom = m_CachedActualSize.bottom;
if (rect.top < m_CachedActualSize.top)
rect.top = m_CachedActualSize.top;
if (scrollbar)
{
// Remove any overlapping area of the scrollbar.
if (rect.right > GetScrollBar(0).GetOuterRect().left &&
rect.right <= GetScrollBar(0).GetOuterRect().right)
rect.right = GetScrollBar(0).GetOuterRect().left;
if (rect.left >= GetScrollBar(0).GetOuterRect().left &&
rect.left < GetScrollBar(0).GetOuterRect().right)
rect.left = GetScrollBar(0).GetOuterRect().right;
}
GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect);
}
}
CColor color;
GUI<CColor>::GetSetting(this, "textcolor", color);
for (int i=0; i<(int)m_Items.size(); ++i)
{
if (m_ItemsYPositions[i+1] - scroll < 0 ||
m_ItemsYPositions[i] - scroll > m_CachedActualSize.GetHeight())
continue;
IGUITextOwner::Draw(i, color, m_CachedActualSize.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz+0.1f);
}
}
}
void CList::AddItem(const CStr& str)
{
CGUIString gui_string;
gui_string.SetValue(str);
m_Items.push_back( gui_string );
}
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);
if (selected != 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);
if (selected != m_Items.size()-1)
{
GUI<int>::SetSetting(this, "selected", (int)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);
// 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]-m_CachedActualSize.GetHeight() > scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-m_CachedActualSize.GetHeight());
}
/* float buffer_zone;
bool multiline;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
GUI<bool>::GetSetting(this, "multiline", multiline);
// Autoscrolling up and down
if (multiline)
{
CStr font_name;
bool scrollbar;
GUI<CStr>::GetSetting(this, "font", font_name);
GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
float scroll=0.f;
if (!scrollbar)
return;
scroll = GetScrollBar(0).GetPos();
// Now get the height of the font.
// TODO: Get the real font
CFont font(font_name);
float spacing = (float)font.GetLineSpacing();
//float height = font.GetHeight();
// TODO Gee (2004-11-21): Okay, I need a 'list' for some reasons, but I would really like to
// be able to get the specific element here. This is hopefully a temporary hack.
list<SRow>::iterator current = m_CharacterPositions.begin();
int row=0;
while (current != m_CharacterPositions.end())
{
if (m_iBufferPos >= current->m_ListStart &&
m_iBufferPos <= current->m_ListStart+(int)current->m_ListOfX.size())
break;
++current;
++row;
}
// If scrolling down
if (-scroll + (float)(row+1) * spacing + buffer_zone*2.f > m_CachedActualSize.GetHeight())
{
// Scroll so the selected row is shown completely, also with buffer_zone length to the edge.
GetScrollBar(0).SetPos((float)(row+1) * spacing - m_CachedActualSize.GetHeight() + buffer_zone*2.f);
}
else
// If scrolling up
if (-scroll + (float)row * spacing < 0.f)
{
// Scroll so the selected row is shown completely, also with buffer_zone length to the edge.
GetScrollBar(0).SetPos((float)row * spacing);
}
}
else // autoscrolling left and right
{
// Get X position of position:
if (m_CharacterPositions.empty())
return;
float x_position = 0.f;
float x_total = 0.f;
if (!m_CharacterPositions.begin()->m_ListOfX.empty())
{
// Get position of m_iBufferPos
if ((int)m_CharacterPositions.begin()->m_ListOfX.size() >= m_iBufferPos &&
m_iBufferPos != 0)
x_position = m_CharacterPositions.begin()->m_ListOfX[m_iBufferPos-1];
// Get complete length:
x_total = m_CharacterPositions.begin()->m_ListOfX[ m_CharacterPositions.begin()->m_ListOfX.size()-1 ];
}
// Check if outside to the right
if (x_position - m_HorizontalScroll + buffer_zone*2.f > m_CachedActualSize.GetWidth())
m_HorizontalScroll = x_position - m_CachedActualSize.GetWidth() + buffer_zone*2.f;
// Check if outside to the left
if (x_position - m_HorizontalScroll < 0.f)
m_HorizontalScroll = x_position;
// Check if the text doesn't even fill up to the right edge even though scrolling is done.
if (m_HorizontalScroll != 0.f &&
x_total - m_HorizontalScroll + buffer_zone*2.f < m_CachedActualSize.GetWidth())
m_HorizontalScroll = x_total - m_CachedActualSize.GetWidth() + buffer_zone*2.f;
// Now this is the fail-safe, if x_total isn't even the length of the control,
// remove all scrolling
if (x_total + buffer_zone*2.f < m_CachedActualSize.GetWidth())
m_HorizontalScroll = 0.f;
}*/
}