forked from 0ad/0ad
548 lines
14 KiB
C++
548 lines
14 KiB
C++
/* Copyright (C) 2013 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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/*
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CList
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*/
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#include "precompiled.h"
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#include "CList.h"
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#include "CGUIScrollBarVertical.h"
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#include "lib/external_libraries/libsdl.h"
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#include "ps/CLogger.h"
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#include "soundmanager/ISoundManager.h"
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//-------------------------------------------------------------------
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// Constructor / Destructor
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//-------------------------------------------------------------------
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CList::CList() :
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m_Modified(false)
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{
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// Add sprite_disabled! TODO
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AddSetting(GUIST_float, "buffer_zone");
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//AddSetting(GUIST_CGUIString, "caption"); will it break removing this? If I know my system, then no, but test just in case TODO (Gee).
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AddSetting(GUIST_CStrW, "font");
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AddSetting(GUIST_bool, "scrollbar");
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AddSetting(GUIST_CStr, "scrollbar_style");
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AddSetting(GUIST_CStrW, "sound_disabled");
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AddSetting(GUIST_CStrW, "sound_selected");
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AddSetting(GUIST_CGUISpriteInstance, "sprite");
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AddSetting(GUIST_CGUISpriteInstance, "sprite_selectarea");
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AddSetting(GUIST_int, "cell_id");
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AddSetting(GUIST_EAlign, "text_align");
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AddSetting(GUIST_CColor, "textcolor");
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AddSetting(GUIST_CColor, "textcolor_selected");
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AddSetting(GUIST_int, "selected"); // Index selected. -1 is none.
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AddSetting(GUIST_CStrW, "tooltip");
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AddSetting(GUIST_CStr, "tooltip_style");
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// Each list item has both a name (in 'list') and an associated data string (in 'list_data')
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AddSetting(GUIST_CGUIList, "list");
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AddSetting(GUIST_CGUIList, "list_data"); // TODO: this should be a list of raw strings, not of CGUIStrings
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GUI<bool>::SetSetting(this, "scrollbar", false);
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// Nothing is selected as default.
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GUI<int>::SetSetting(this, "selected", -1);
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// Add scroll-bar
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CGUIScrollBarVertical * bar = new CGUIScrollBarVertical();
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bar->SetRightAligned(true);
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AddScrollBar(bar);
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}
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CList::~CList()
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{
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}
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void CList::SetupText()
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{
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if (!GetGUI())
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return;
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m_Modified = true;
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CGUIList *pList;
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GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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//ENSURE(m_GeneratedTexts.size()>=1);
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m_ItemsYPositions.resize( pList->m_Items.size()+1 );
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// Delete all generated texts. Some could probably be saved,
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// but this is easier, and this function will never be called
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// continuously, or even often, so it'll probably be okay.
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std::vector<SGUIText*>::iterator it;
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for (it=m_GeneratedTexts.begin(); it!=m_GeneratedTexts.end(); ++it)
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{
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if (*it)
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delete *it;
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}
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m_GeneratedTexts.clear();
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CStrW font;
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if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
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// Use the default if none is specified
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// TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
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font = L"default";
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//CGUIString caption;
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bool scrollbar;
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//GUI<CGUIString>::GetSetting(this, "caption", caption);
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GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
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float width = GetListRect().GetWidth();
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// remove scrollbar if applicable
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if (scrollbar && GetScrollBar(0).GetStyle())
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width -= GetScrollBar(0).GetStyle()->m_Width;
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float buffer_zone=0.f;
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GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
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// Generate texts
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float buffered_y = 0.f;
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for (int i=0; i<(int)pList->m_Items.size(); ++i)
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{
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// Create a new SGUIText. Later on, input it using AddText()
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SGUIText *text = new SGUIText();
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*text = GetGUI()->GenerateText(pList->m_Items[i], font, width, buffer_zone, this);
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m_ItemsYPositions[i] = buffered_y;
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buffered_y += text->m_Size.cy;
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AddText(text);
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}
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m_ItemsYPositions[pList->m_Items.size()] = buffered_y;
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//if (! scrollbar)
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// CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]);
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// Setup scrollbar
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if (scrollbar)
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{
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GetScrollBar(0).SetScrollRange( m_ItemsYPositions.back() );
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GetScrollBar(0).SetScrollSpace( GetListRect().GetHeight() );
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CRect rect = GetListRect();
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GetScrollBar(0).SetX( rect.right );
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GetScrollBar(0).SetY( rect.top );
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GetScrollBar(0).SetZ( GetBufferedZ() );
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GetScrollBar(0).SetLength( rect.bottom - rect.top );
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}
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}
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void CList::HandleMessage(SGUIMessage &Message)
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{
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IGUIScrollBarOwner::HandleMessage(Message);
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//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
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m_Modified = false;
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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if (Message.value == "list")
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{
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SetupText();
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}
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// If selected is changed, call "SelectionChange"
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if (Message.value == "selected")
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{
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// TODO: Check range
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// TODO only works if lower-case, shouldn't it be made case sensitive instead?
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ScriptEvent("selectionchange");
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}
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if (Message.value == "scrollbar")
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{
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SetupText();
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}
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// Update scrollbar
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if (Message.value == "scrollbar_style")
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{
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CStr scrollbar_style;
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GUI<CStr>::GetSetting(this, Message.value, scrollbar_style);
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GetScrollBar(0).SetScrollBarStyle( scrollbar_style );
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SetupText();
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}
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break;
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case GUIM_MOUSE_PRESS_LEFT:
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{
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bool enabled;
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GUI<bool>::GetSetting(this, "enabled", enabled);
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if (!enabled)
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{
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CStrW soundPath;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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break;
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}
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bool scrollbar;
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CGUIList *pList;
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GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
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GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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float scroll=0.f;
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if (scrollbar)
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{
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scroll = GetScrollBar(0).GetPos();
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}
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CRect rect = GetListRect();
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CPos mouse = GetMousePos();
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mouse.y += scroll;
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int set=-1;
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for (int i=0; i<(int)pList->m_Items.size(); ++i)
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{
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if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
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mouse.y < rect.top + m_ItemsYPositions[i+1] &&
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// mouse is not over scroll-bar
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!(mouse.x >= GetScrollBar(0).GetOuterRect().left &&
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mouse.x <= GetScrollBar(0).GetOuterRect().right))
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{
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set = i;
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}
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}
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if (set != -1)
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{
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GUI<int>::SetSetting(this, "selected", set);
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UpdateAutoScroll();
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CStrW soundPath;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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}
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} break;
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case GUIM_MOUSE_WHEEL_DOWN:
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{
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GetScrollBar(0).ScrollPlus();
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// Since the scroll was changed, let's simulate a mouse movement
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// to check if scrollbar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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break;
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}
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case GUIM_MOUSE_WHEEL_UP:
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{
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GetScrollBar(0).ScrollMinus();
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// Since the scroll was changed, let's simulate a mouse movement
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// to check if scrollbar now is hovered
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SGUIMessage msg(GUIM_MOUSE_MOTION);
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HandleMessage(msg);
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break;
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}
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case GUIM_LOAD:
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{
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CStr scrollbar_style;
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GUI<CStr>::GetSetting(this, "scrollbar_style", scrollbar_style);
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GetScrollBar(0).SetScrollBarStyle( scrollbar_style );
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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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IGUITextOwner::HandleMessage(Message);
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}
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InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev)
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{
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int szChar = ev->ev.key.keysym.sym;
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switch (szChar)
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{
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case SDLK_HOME:
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SelectFirstElement();
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UpdateAutoScroll();
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break;
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case SDLK_END:
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SelectLastElement();
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UpdateAutoScroll();
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break;
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case SDLK_UP:
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SelectPrevElement();
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UpdateAutoScroll();
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break;
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case SDLK_DOWN:
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SelectNextElement();
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UpdateAutoScroll();
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break;
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case SDLK_PAGEUP:
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GetScrollBar(0).ScrollMinusPlenty();
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break;
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case SDLK_PAGEDOWN:
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GetScrollBar(0).ScrollPlusPlenty();
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break;
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default: // Do nothing
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return IN_PASS;
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}
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return IN_HANDLED;
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}
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void CList::Draw()
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{
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int selected;
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GUI<int>::GetSetting(this, "selected", selected);
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DrawList(selected, "sprite", "sprite_selectarea", "textcolor");
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}
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void CList::DrawList(const int &selected,
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const CStr& _sprite,
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const CStr& _sprite_selected,
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const CStr& _textcolor)
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{
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float bz = GetBufferedZ();
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// First call draw on ScrollBarOwner
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bool scrollbar;
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GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
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if (scrollbar)
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{
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// Draw scrollbar
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IGUIScrollBarOwner::Draw();
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}
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if (GetGUI())
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{
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CRect rect = GetListRect();
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CGUISpriteInstance *sprite=NULL, *sprite_selectarea=NULL;
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int cell_id;
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GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite, sprite);
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GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite_selected, sprite_selectarea);
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GUI<int>::GetSetting(this, "cell_id", cell_id);
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CGUIList *pList;
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GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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GetGUI()->DrawSprite(*sprite, cell_id, bz, rect);
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float scroll=0.f;
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if (scrollbar)
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{
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scroll = GetScrollBar(0).GetPos();
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}
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if (selected != -1)
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{
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ENSURE(selected >= 0 && selected+1 < (int)m_ItemsYPositions.size());
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// Get rectangle of selection:
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CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
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rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
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if (rect_sel.top <= rect.bottom &&
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rect_sel.bottom >= rect.top)
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{
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if (rect_sel.bottom > rect.bottom)
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rect_sel.bottom = rect.bottom;
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if (rect_sel.top < rect.top)
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rect_sel.top = rect.top;
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if (scrollbar)
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{
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// Remove any overlapping area of the scrollbar.
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if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
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rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
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rect_sel.right = GetScrollBar(0).GetOuterRect().left;
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if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
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rect_sel.left < GetScrollBar(0).GetOuterRect().right)
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rect_sel.left = GetScrollBar(0).GetOuterRect().right;
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}
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GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel);
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}
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}
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CColor color;
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GUI<CColor>::GetSetting(this, _textcolor, color);
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for (int i=0; i<(int)pList->m_Items.size(); ++i)
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{
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if (m_ItemsYPositions[i+1] - scroll < 0 ||
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m_ItemsYPositions[i] - scroll > rect.GetHeight())
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continue;
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// Clipping area (we'll have to substract the scrollbar)
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CRect cliparea = GetListRect();
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if (scrollbar)
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{
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if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
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cliparea.right <= GetScrollBar(0).GetOuterRect().right)
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cliparea.right = GetScrollBar(0).GetOuterRect().left;
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if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
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cliparea.left < GetScrollBar(0).GetOuterRect().right)
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cliparea.left = GetScrollBar(0).GetOuterRect().right;
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}
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DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz+0.1f, cliparea);
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}
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}
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}
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void CList::AddItem(const CStrW& str, const CStrW& data)
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{
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CGUIList *pList, *pListData;
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GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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GUI<CGUIList>::GetSettingPointer(this, "list_data", pListData);
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CGUIString gui_string;
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gui_string.SetValue(str);
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pList->m_Items.push_back( gui_string );
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CGUIString data_string;
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data_string.SetValue(data);
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pListData->m_Items.push_back( data_string );
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// TODO Temp
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SetupText();
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}
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bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
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{
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int elmt_item = pFile->GetElementID("item");
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if (child.GetNodeName() == elmt_item)
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{
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AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
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return true;
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}
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else
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{
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return false;
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}
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}
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void CList::SelectNextElement()
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{
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int selected;
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GUI<int>::GetSetting(this, "selected", selected);
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CGUIList *pList;
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GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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if (selected != (int)pList->m_Items.size()-1)
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{
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++selected;
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GUI<int>::SetSetting(this, "selected", selected);
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CStrW soundPath;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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}
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}
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void CList::SelectPrevElement()
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{
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int selected;
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GUI<int>::GetSetting(this, "selected", selected);
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if (selected != 0)
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{
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--selected;
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GUI<int>::SetSetting(this, "selected", selected);
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CStrW soundPath;
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if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_selected", soundPath) == PSRETURN_OK && !soundPath.empty())
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g_SoundManager->PlayAsUI(soundPath.c_str(), false);
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}
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}
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void CList::SelectFirstElement()
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{
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int selected;
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GUI<int>::GetSetting(this, "selected", selected);
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if (selected != 0)
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{
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GUI<int>::SetSetting(this, "selected", 0);
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}
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}
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void CList::SelectLastElement()
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{
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int selected;
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GUI<int>::GetSetting(this, "selected", selected);
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CGUIList *pList;
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GUI<CGUIList>::GetSettingPointer(this, "list", pList);
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if (selected != (int)pList->m_Items.size()-1)
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{
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GUI<int>::SetSetting(this, "selected", (int)pList->m_Items.size()-1);
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}
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}
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void CList::UpdateAutoScroll()
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{
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int selected;
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bool scrollbar;
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float scroll;
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GUI<int>::GetSetting(this, "selected", selected);
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GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
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CRect rect = GetListRect();
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// No scrollbar, no scrolling (at least it's not made to work properly).
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if (!scrollbar)
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return;
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scroll = GetScrollBar(0).GetPos();
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// Check upper boundary
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if (m_ItemsYPositions[selected] < scroll)
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{
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GetScrollBar(0).SetPos(m_ItemsYPositions[selected]);
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return; // this means, if it wants to align both up and down at the same time
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// this will have precedence.
|
|
}
|
|
|
|
// Check lower boundary
|
|
if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll)
|
|
{
|
|
GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight());
|
|
}
|
|
}
|