forked from 0ad/0ad
leper
74c420f658
Lots of code style fixes: * type [*&]varname -> type[*&] varname * else if (...) -> else if (...) * Spaces around some ops. * i++ -> ++i. * switch-case style fixes. * Indentation fixes. * Removing some commented out code. * include header sorting * Changed multiple pointer var declarations to be one per line. * Removed strange spaces in some places. * Changed some include header guards to be consistent with the rest of the codebase. * Use UNUSED() instead of UNUSED2(). Some small code fixes: * Using .find() instead of .count() == 0. * !.empty() instead of .size() == 0. * Range-based for loops. * Making some member functions const by small changes. * Adds GetScrollBarPos(idx) const for this. * Using early returns/continues in some places. * Uses size_t for some loops in CList and COList. * Removes unused heading element (not attribute) from COList. * Use ENSURE in one case where some custom code did something similar. * Made some parameters const ptrs/refs. * Change removal loop in GUItext.cpp to erase-unique. * Made some static things const. * Allow iterating over children of IGUIObject with range-based for loops by exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and use it. Comments: * Comment COList. * Update a few comments. * Remove useless or duplicated comments. This was SVN commit r16931.
115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
/* Copyright (C) 2015 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 "GUI.h"
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IGUITextOwner::IGUITextOwner() : m_GeneratedTextsValid(false)
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{
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}
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IGUITextOwner::~IGUITextOwner()
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{
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for (SGUIText* const& t : m_GeneratedTexts)
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delete t;
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}
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void IGUITextOwner::AddText(SGUIText* text)
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{
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m_GeneratedTexts.push_back(text);
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}
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void IGUITextOwner::HandleMessage(SGUIMessage& Message)
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{
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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// Everything that can change the visual appearance.
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// it is assumed that the text of the object will be dependent on
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// these. Although that is not certain, but one will have to manually
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// change it and disregard this function.
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// TODO Gee: (2004-09-07) Make sure this is all options that can affect the text.
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if (Message.value == "size" || Message.value == "z" ||
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Message.value == "absolute" || Message.value == "caption" ||
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Message.value == "font" || Message.value == "textcolor" ||
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Message.value == "buffer_zone")
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{
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m_GeneratedTextsValid = false;
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}
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break;
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default:
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break;
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}
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}
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void IGUITextOwner::UpdateCachedSize()
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{
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// If an ancestor's size changed, this will let us intercept the change and
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// update our text positions
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IGUIObject::UpdateCachedSize();
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m_GeneratedTextsValid = false;
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}
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void IGUITextOwner::DrawText(size_t index, const CColor& color, const CPos& pos, float z, const CRect& clipping)
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{
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if (!m_GeneratedTextsValid)
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{
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SetupText();
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m_GeneratedTextsValid = true;
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}
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ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
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if (GetGUI())
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GetGUI()->DrawText(*m_GeneratedTexts[index], color, pos, z, clipping);
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}
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void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& TextPos, SGUIText& Text)
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{
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EVAlign valign;
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GUI<EVAlign>::GetSetting(this, "text_valign", valign);
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// The horizontal Alignment is now computed in GenerateText in order to not have to
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// loop through all of the TextCall objects again.
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TextPos.x = ObjSize.left;
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switch (valign)
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{
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case EVAlign_Top:
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TextPos.y = ObjSize.top;
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break;
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case EVAlign_Center:
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// Round to integer pixel values, else the fonts look awful
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TextPos.y = floorf(ObjSize.CenterPoint().y - Text.m_Size.cy/2.f);
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break;
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case EVAlign_Bottom:
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TextPos.y = ObjSize.bottom - Text.m_Size.cy;
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break;
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default:
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debug_warn(L"Broken EVAlign in CButton::SetupText()");
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break;
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}
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}
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bool IGUITextOwner::MouseOverIcon()
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{
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return false;
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}
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