forked from 0ad/0ad
janwas
4663ac0fe7
the old debug_assert always ran and tested the expression, which slows down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new ASSERT behaves like assert and ENSURE like the old debug_assert. Let's change any time-critical but not-super-important ENSURE to ASSERT to speed up release builds. (already done in bits.h and unique_range.h) This was SVN commit r9362.
400 lines
10 KiB
C++
400 lines
10 KiB
C++
/* Copyright (C) 2009 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 "GUITooltip.h"
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#include "lib/timer.h"
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#include "IGUIObject.h"
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#include "CGUI.h"
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#include "GUIutil.h"
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#include "ps/CLogger.h"
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/*
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Tooltips:
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When holding the mouse stationary over an object for some amount of time,
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the tooltip is displayed. If the mouse moves off that object, the tooltip
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disappears. If the mouse re-enters an object within a short time, the new
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tooltip is displayed immediately. (This lets you run the mouse across a
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series of buttons, without waiting ages for the text to pop up every time.)
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See Visual Studio's toolbar buttons for an example.
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Implemented as a state machine:
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(where "*" lines are checked constantly, and "<" lines are handled
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on entry to that state)
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IN MOTION
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* If the mouse stops, check whether it should have a tooltip and move to
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'STATIONARY, NO TOOLTIP' or 'STATIONARY, TOOLIP'
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* If the mouse enters an object with a tooltip delay of 0, switch to 'SHOWING'
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STATIONARY, NO TOOLTIP
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* If the mouse moves, switch to 'IN MOTION'
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STATIONARY, TOOLTIP
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< Set target time = now + tooltip time
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* If the mouse moves, switch to 'IN MOTION'
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* If now > target time, switch to 'SHOWING'
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SHOWING
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< Start displaying the tooltip
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* If the mouse leaves the object, check whether the new object has a tooltip
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and switch to 'SHOWING' or 'COOLING'
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COOLING (since I can't think of a better name)
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< Stop displaying the tooltip
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< Set target time = now + cooldown time
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* If the mouse has moved and is over a tooltipped object, switch to 'SHOWING'
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* If now > target time, switch to 'STATIONARY, NO TOOLTIP'
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*/
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enum
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{
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ST_IN_MOTION,
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ST_STATIONARY_NO_TOOLTIP,
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ST_STATIONARY_TOOLTIP,
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ST_SHOWING,
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ST_COOLING
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};
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GUITooltip::GUITooltip()
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: m_State(ST_IN_MOTION), m_PreviousObject(NULL), m_PreviousTooltipName()
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{
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}
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const double CooldownTime = 0.25; // TODO: Don't hard-code this value
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bool GUITooltip::GetTooltip(IGUIObject* obj, CStr& style)
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{
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if (obj && obj->SettingExists("_icon_tooltip_style") && obj->MouseOverIcon())
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{
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// Special code to handle icon tooltips in text objects
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if (GUI<CStr>::GetSetting(obj, "_icon_tooltip_style", style) == PSRETURN_OK)
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{
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// Check if icon tooltip text exists
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CStrW text;
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if (GUI<CStrW>::GetSetting(obj, "_icon_tooltip", text) == PSRETURN_OK)
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{
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if (text.empty())
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{
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// No tooltip
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return false;
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}
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if (style.empty())
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{
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// Text, but no style - use default
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style = "default";
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}
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m_IsIconTooltip = true;
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return true;
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}
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}
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}
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else if (obj && obj->SettingExists("tooltip_style")
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&& GUI<CStr>::GetSetting(obj, "tooltip_style", style) == PSRETURN_OK)
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{
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CStrW text;
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if (GUI<CStrW>::GetSetting(obj, "tooltip", text) == PSRETURN_OK)
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{
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if (text.empty())
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{
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// No tooltip
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return false;
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}
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if (style.empty())
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{
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// Text, but no style - use default
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style = "default";
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}
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m_IsIconTooltip = false;
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return true;
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}
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}
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// Failed while retrieving tooltip_style or tooltip
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return false;
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}
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void GUITooltip::ShowTooltip(IGUIObject* obj, CPos pos, const CStr& style, CGUI* gui)
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{
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ENSURE(obj);
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// Ignore attempts to use tooltip ""
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if (style.empty())
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return;
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// Get the object referenced by 'tooltip_style'
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IGUIObject* tooltipobj = gui->FindObjectByName("__tooltip_"+style);
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if (! tooltipobj)
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{
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LOGERROR(L"Cannot find tooltip named '%hs'", style.c_str());
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return;
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}
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IGUIObject* usedobj = tooltipobj; // object actually used to display the tooltip in
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CStr usedObjectName;
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if (GUI<CStr>::GetSetting(tooltipobj, "use_object", usedObjectName) == PSRETURN_OK
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&& !usedObjectName.empty())
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{
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usedobj = gui->FindObjectByName(usedObjectName);
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if (! usedobj)
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{
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LOGERROR(L"Cannot find object named '%hs' used by tooltip '%hs'", usedObjectName.c_str(), style.c_str());
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return;
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}
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// Unhide the object. (If it had use_object and hide_object="true",
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// still unhide it, because the used object might be hidden by default)
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GUI<bool>::SetSetting(usedobj, "hidden", false);
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}
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else
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{
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// Unhide the object
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GUI<bool>::SetSetting(usedobj, "hidden", false);
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// Store mouse position inside the CTooltip
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if (GUI<CPos>::SetSetting(usedobj, "_mousepos", pos) != PSRETURN_OK)
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debug_warn(L"Failed to set tooltip mouse position");
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}
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// Retrieve object's 'tooltip' setting
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CStrW text;
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if (m_IsIconTooltip)
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{
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// Use icon tooltip property
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if (GUI<CStrW>::GetSetting(obj, "_icon_tooltip", text) != PSRETURN_OK)
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debug_warn(L"Failed to retrieve icon tooltip text"); // shouldn't fail
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}
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else
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{
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// Use normal tooltip property
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if (GUI<CStrW>::GetSetting(obj, "tooltip", text) != PSRETURN_OK)
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debug_warn(L"Failed to retrieve tooltip text"); // shouldn't fail
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}
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// Do some minimal processing ("\n" -> newline, etc)
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text = text.UnescapeBackslashes();
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// Set tooltip's caption
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if (usedobj->SetSetting("caption", text) != PSRETURN_OK)
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debug_warn(L"Failed to set tooltip caption"); // shouldn't fail
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// Make the tooltip object regenerate its text
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SGUIMessage msg(GUIM_SETTINGS_UPDATED, "caption");
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usedobj->HandleMessage(msg);
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}
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void GUITooltip::HideTooltip(const CStr& style, CGUI* gui)
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{
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// Ignore attempts to use tooltip ""
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if (style.empty())
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return;
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IGUIObject* tooltipobj = gui->FindObjectByName("__tooltip_"+style);
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if (! tooltipobj)
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{
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LOGERROR(L"Cannot find tooltip named '%hs'", style.c_str());
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return;
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}
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CStr usedObjectName;
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if (GUI<CStr>::GetSetting(tooltipobj, "use_object", usedObjectName) == PSRETURN_OK
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&& !usedObjectName.empty())
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{
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IGUIObject* usedobj = gui->FindObjectByName(usedObjectName);
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if (! usedobj)
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{
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LOGERROR(L"Cannot find object named '%hs' used by tooltip '%hs'", usedObjectName.c_str(), style.c_str());
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return;
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}
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// Clear the caption
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usedobj->SetSetting("caption", L"");
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SGUIMessage msg(GUIM_SETTINGS_UPDATED, "caption");
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usedobj->HandleMessage(msg);
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bool hideobject = true;
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GUI<bool>::GetSetting(tooltipobj, "hide_object", hideobject);
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// If hide_object was enabled, hide it
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if (hideobject)
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GUI<bool>::SetSetting(usedobj, "hidden", true);
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}
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else
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{
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GUI<bool>::SetSetting(tooltipobj, "hidden", true);
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}
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}
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static int GetTooltipDelay(CStr& style, CGUI* gui)
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{
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int delay = 500; // default value (in msec)
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IGUIObject* tooltipobj = gui->FindObjectByName("__tooltip_"+style);
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if (! tooltipobj)
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{
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LOGERROR(L"Cannot find tooltip object named '%hs'", style.c_str());
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return delay;
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}
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GUI<int>::GetSetting(tooltipobj, "delay", delay);
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return delay;
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}
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void GUITooltip::Update(IGUIObject* Nearest, CPos MousePos, CGUI* GUI)
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{
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// Called once per frame, so efficiency isn't vital
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double now = timer_Time();
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CStr style;
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int nextstate = -1;
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switch (m_State)
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{
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case ST_IN_MOTION:
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if (MousePos == m_PreviousMousePos)
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{
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if (GetTooltip(Nearest, style))
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nextstate = ST_STATIONARY_TOOLTIP;
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else
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nextstate = ST_STATIONARY_NO_TOOLTIP;
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}
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else
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{
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// Check for movement onto a zero-delayed tooltip
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if (GetTooltip(Nearest, style) && GetTooltipDelay(style, GUI)==0)
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{
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// Reset any previous tooltips completely
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//m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_SHOWING;
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}
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}
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break;
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case ST_STATIONARY_NO_TOOLTIP:
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if (MousePos != m_PreviousMousePos)
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nextstate = ST_IN_MOTION;
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break;
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case ST_STATIONARY_TOOLTIP:
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if (MousePos != m_PreviousMousePos)
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nextstate = ST_IN_MOTION;
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else if (now >= m_Time)
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{
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// Make sure the tooltip still exists
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if (GetTooltip(Nearest, style))
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nextstate = ST_SHOWING;
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else
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{
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// Failed to retrieve style - the object has probably been
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// altered, so just restart the process
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nextstate = ST_IN_MOTION;
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}
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}
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break;
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case ST_SHOWING:
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// Handle special case of icon tooltips
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if (Nearest == m_PreviousObject && (!m_IsIconTooltip || Nearest->MouseOverIcon()))
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{
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// Still showing the same object's tooltip, but the text might have changed
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if (GetTooltip(Nearest, style))
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ShowTooltip(Nearest, MousePos, style, GUI);
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}
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else
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{
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// Mouse moved onto a new object
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if (GetTooltip(Nearest, style))
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{
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CStr style_old;
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// If we're displaying a tooltip with no delay, then we want to
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// reset so that other object that should have delay can't
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// "ride this tail", it have to wait.
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// Notice that this doesn't apply to when you go from one delay=0
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// to another delay=0
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if (GetTooltip(m_PreviousObject, style_old) && GetTooltipDelay(style_old, GUI)==0 &&
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GetTooltipDelay(style, GUI)!=0)
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{
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_IN_MOTION;
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}
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else
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{
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// Hide old scrollbar
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_SHOWING;
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}
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}
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else
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{
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nextstate = ST_COOLING;
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}
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}
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break;
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case ST_COOLING:
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if (GetTooltip(Nearest, style))
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nextstate = ST_SHOWING;
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else if (now >= m_Time)
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nextstate = ST_IN_MOTION;
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break;
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}
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// Handle state-entry code:
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if (nextstate != -1)
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{
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switch (nextstate)
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{
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case ST_STATIONARY_TOOLTIP:
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m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
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break;
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case ST_SHOWING:
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ShowTooltip(Nearest, MousePos, style, GUI);
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m_PreviousTooltipName = style;
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break;
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case ST_COOLING:
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HideTooltip(m_PreviousTooltipName, GUI);
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m_Time = now + CooldownTime;
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break;
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}
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m_State = nextstate;
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}
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m_PreviousMousePos = MousePos;
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m_PreviousObject = Nearest;
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}
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