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/* Copyright (C) 2018 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/>.
*/
#include "precompiled.h"
#include "CDropDown.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "soundmanager/ISoundManager.h"
CDropDown::CDropDown()
: m_Open(false), m_HideScrollBar(false), m_ElementHighlight(-1)
{
AddSetting(GUIST_float, "button_width");
AddSetting(GUIST_float, "dropdown_size");
AddSetting(GUIST_float, "dropdown_buffer");
AddSetting(GUIST_uint, "minimum_visible_items");
// AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_CStrW, "sound_closed");
AddSetting(GUIST_CStrW, "sound_disabled");
AddSetting(GUIST_CStrW, "sound_enter");
AddSetting(GUIST_CStrW, "sound_leave");
AddSetting(GUIST_CStrW, "sound_opened");
AddSetting(GUIST_CGUISpriteInstance, "sprite"); // Background that sits around the size
AddSetting(GUIST_CGUISpriteInstance, "sprite_disabled");
AddSetting(GUIST_CGUISpriteInstance, "sprite_list"); // Background of the drop down list
AddSetting(GUIST_CGUISpriteInstance, "sprite2"); // Button that sits to the right
AddSetting(GUIST_CGUISpriteInstance, "sprite2_over");
AddSetting(GUIST_CGUISpriteInstance, "sprite2_pressed");
AddSetting(GUIST_CGUISpriteInstance, "sprite2_disabled");
AddSetting(GUIST_EVAlign, "text_valign");
// Add these in CList! And implement TODO
//AddSetting(GUIST_CColor, "textcolor_over");
//AddSetting(GUIST_CColor, "textcolor_pressed");
AddSetting(GUIST_CColor, "textcolor_selected");
AddSetting(GUIST_CColor, "textcolor_disabled");
// Scrollbar is forced to be true.
GUI<bool>::SetSetting(this, "scrollbar", true);
}
CDropDown::~CDropDown()
{
}
void CDropDown::SetupText()
{
SetupListRect();
CList::SetupText();
}
void CDropDown::UpdateCachedSize()
{
CList::UpdateCachedSize();
SetupText();
}
void CDropDown::HandleMessage(SGUIMessage& Message)
{
// Important
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
{
// Update cached list rect
if (Message.value == "size" ||
Message.value == "absolute" ||
Message.value == "dropdown_size" ||
Message.value == "dropdown_buffer" ||
Message.value == "minimum_visible_items" ||
Message.value == "scrollbar_style" ||
Message.value == "button_width")
{
SetupListRect();
}
break;
}
case GUIM_MOUSE_MOTION:
{
if (!m_Open)
break;
CPos mouse = GetMousePos();
if (!GetListRect().PointInside(mouse))
break;
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();
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
(m_HideScrollBar ||
mouse.x < GetScrollBar(0).GetOuterRect().left ||
mouse.x > GetScrollBar(0).GetOuterRect().right))
{
set = i;
}
}
if (set != -1)
{
m_ElementHighlight = set;
//UpdateAutoScroll();
}
break;
}
case GUIM_MOUSE_ENTER:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
break;
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
case GUIM_MOUSE_LEAVE:
{
GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
break;
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
// We can't inherent this routine from CList, because we need to include
// a mouse click to open the dropdown, also the coordinates are changed.
case GUIM_MOUSE_PRESS_LEFT:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
if (!enabled)
{
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
break;
}
if (!m_Open)
{
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
if (pList->m_Items.empty())
return;
m_Open = true;
GetScrollBar(0).SetZ(GetBufferedZ());
GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
// Start at the position of the selected item, if possible.
GetScrollBar(0).SetPos(m_ItemsYPositions.empty() ? 0 : m_ItemsYPositions[m_ElementHighlight] - 60);
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_opened", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
return; // overshadow
}
else
{
CPos mouse = GetMousePos();
// If the regular area is pressed, then abort, and close.
if (m_CachedActualSize.PointInside(mouse))
{
m_Open = false;
GetScrollBar(0).SetZ(GetBufferedZ());
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_closed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
return; // overshadow
}
if (m_HideScrollBar ||
mouse.x < GetScrollBar(0).GetOuterRect().left ||
mouse.x > GetScrollBar(0).GetOuterRect().right ||
mouse.y < GetListRect().top)
{
m_Open = false;
GetScrollBar(0).SetZ(GetBufferedZ());
}
}
break;
}
case GUIM_MOUSE_WHEEL_DOWN:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
// Don't switch elements by scrolling when open, causes a confusing interaction between this and the scrollbar.
if (m_Open || !enabled)
break;
GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
if (m_ElementHighlight + 1 >= (int)m_ItemsYPositions.size() - 1)
break;
++m_ElementHighlight;
GUI<int>::SetSetting(this, "selected", m_ElementHighlight);
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
// Don't switch elements by scrolling when open, causes a confusing interaction between this and the scrollbar.
if (m_Open || !enabled)
break;
GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
if (m_ElementHighlight - 1 < 0)
break;
m_ElementHighlight--;
GUI<int>::SetSetting(this, "selected", m_ElementHighlight);
break;
}
case GUIM_LOST_FOCUS:
{
if (m_Open)
{
CStrW soundPath;
if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_closed", soundPath) == PSRETURN_OK && !soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
m_Open = false;
break;
}
case GUIM_LOAD:
SetupListRect();
break;
default:
break;
}
// Important that this is after, so that overshadowed implementations aren't processed
CList::HandleMessage(Message);
// As HandleMessage functions return void, we need to manually verify
// whether the child list's items were modified.
if (CList::GetModified())
SetupText();
}
InReaction CDropDown::ManuallyHandleEvent(const SDL_Event_* ev)
{
InReaction result = IN_PASS;
bool update_highlight = false;
if (ev->ev.type == SDL_KEYDOWN)
{
int szChar = ev->ev.key.keysym.sym;
switch (szChar)
{
case '\r':
m_Open = false;
result = IN_HANDLED;
break;
case SDLK_HOME:
case SDLK_END:
case SDLK_UP:
case SDLK_DOWN:
case SDLK_PAGEUP:
case SDLK_PAGEDOWN:
if (!m_Open)
return IN_PASS;
// Set current selected item to highlighted, before
// then really processing these in CList::ManuallyHandleEvent()
GUI<int>::SetSetting(this, "selected", m_ElementHighlight);
update_highlight = true;
break;
default:
// If we have inputed a character try to get the closest element to it.
// TODO: not too nice and doesn't deal with dashes.
if (m_Open && ((szChar >= SDLK_a && szChar <= SDLK_z) || szChar == SDLK_SPACE
|| (szChar >= SDLK_0 && szChar <= SDLK_9)
|| (szChar >= SDLK_KP_0 && szChar <= SDLK_KP_9)))
{
// arbitrary 1 second limit to add to string or start fresh.
// maximal amount of characters is 100, which imo is far more than enough.
if (timer_Time() - m_TimeOfLastInput > 1.0 || m_InputBuffer.length() >= 100)
m_InputBuffer = szChar;
else
m_InputBuffer += szChar;
m_TimeOfLastInput = timer_Time();
CGUIList* pList;
GUI<CGUIList>::GetSettingPointer(this, "list", pList);
// let's look for the closest element
// basically it's alphabetic order and "as many letters as we can get".
int closest = -1;
int bestIndex = -1;
int difference = 1250;
for (int i = 0; i < (int)pList->m_Items.size(); ++i)
{
int indexOfDifference = 0;
int diff = 0;
for (size_t j = 0; j < m_InputBuffer.length(); ++j)
{
diff = std::abs((int)(pList->m_Items[i].GetRawString().LowerCase()[j]) - (int)m_InputBuffer[j]);
if (diff == 0)
indexOfDifference = j+1;
else
break;
}
if (indexOfDifference > bestIndex || (indexOfDifference >= bestIndex && diff < difference))
{
bestIndex = indexOfDifference;
closest = i;
difference = diff;
}
}
// let's select the closest element. There should basically always be one.
if (closest != -1)
{
GUI<int>::SetSetting(this, "selected", closest);
update_highlight = true;
GetScrollBar(0).SetPos(m_ItemsYPositions[closest] - 60);
}
result = IN_HANDLED;
}
break;
}
}
if (CList::ManuallyHandleEvent(ev) == IN_HANDLED)
result = IN_HANDLED;
if (update_highlight)
GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
return result;
}
void CDropDown::SetupListRect()
{
extern int g_yres;
extern float g_GuiScale;
float size, buffer, yres;
yres = g_yres / g_GuiScale;
u32 minimumVisibleItems;
GUI<float>::GetSetting(this, "dropdown_size", size);
GUI<float>::GetSetting(this, "dropdown_buffer", buffer);
GUI<u32>::GetSetting(this, "minimum_visible_items", minimumVisibleItems);
if (m_ItemsYPositions.empty())
{
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom + buffer,
m_CachedActualSize.right, m_CachedActualSize.bottom + buffer + size);
m_HideScrollBar = false;
}
// Too many items so use a scrollbar
else if (m_ItemsYPositions.back() > size)
{
// Place items below if at least some items can be placed below
if (m_CachedActualSize.bottom + buffer + size <= yres)
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom + buffer,
m_CachedActualSize.right, m_CachedActualSize.bottom + buffer + size);
else if ((m_ItemsYPositions.size() > minimumVisibleItems && yres - m_CachedActualSize.bottom - buffer >= m_ItemsYPositions[minimumVisibleItems]) ||
m_CachedActualSize.top < yres - m_CachedActualSize.bottom)
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom + buffer,
m_CachedActualSize.right, yres);
// Not enough space below, thus place items above
else
m_CachedListRect = CRect(m_CachedActualSize.left, std::max(0.f, m_CachedActualSize.top - buffer - size),
m_CachedActualSize.right, m_CachedActualSize.top - buffer);
m_HideScrollBar = false;
}
else
{
// Enough space below, no scrollbar needed
if (m_CachedActualSize.bottom + buffer + m_ItemsYPositions.back() <= yres)
{
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom + buffer,
m_CachedActualSize.right, m_CachedActualSize.bottom + buffer + m_ItemsYPositions.back());
m_HideScrollBar = true;
}
// Enough space below for some items, but not all, so place items below and use a scrollbar
else if ((m_ItemsYPositions.size() > minimumVisibleItems && yres - m_CachedActualSize.bottom - buffer >= m_ItemsYPositions[minimumVisibleItems]) ||
m_CachedActualSize.top < yres - m_CachedActualSize.bottom)
{
m_CachedListRect = CRect(m_CachedActualSize.left, m_CachedActualSize.bottom + buffer,
m_CachedActualSize.right, yres);
m_HideScrollBar = false;
}
// Not enough space below, thus place items above. Hide the scrollbar accordingly
else
{
m_CachedListRect = CRect(m_CachedActualSize.left, std::max(0.f, m_CachedActualSize.top - buffer - m_ItemsYPositions.back()),
m_CachedActualSize.right, m_CachedActualSize.top - buffer);
m_HideScrollBar = m_CachedActualSize.top > m_ItemsYPositions.back() + buffer;
}
}
}
CRect CDropDown::GetListRect() const
{
return m_CachedListRect;
}
bool CDropDown::MouseOver()
{
if(!GetGUI())
throw PSERROR_GUI_OperationNeedsGUIObject();
if (m_Open)
{
CRect rect(m_CachedActualSize.left, std::min(m_CachedActualSize.top, GetListRect().top),
m_CachedActualSize.right, std::max(m_CachedActualSize.bottom, GetListRect().bottom));
return rect.PointInside(GetMousePos());
}
else
return m_CachedActualSize.PointInside(GetMousePos());
}
void CDropDown::Draw()
{
if (!GetGUI())
return;
float bz = GetBufferedZ();
float dropdown_size, button_width;
GUI<float>::GetSetting(this, "dropdown_size", dropdown_size);
GUI<float>::GetSetting(this, "button_width", button_width);
CGUISpriteInstance* sprite;
CGUISpriteInstance* sprite2;
CGUISpriteInstance* sprite2_second;
int cell_id, selected = 0;
CColor color;
bool enabled;
GUI<bool>::GetSetting(this, "enabled", enabled);
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2", sprite2);
GUI<int>::GetSetting(this, "cell_id", cell_id);
GUI<int>::GetSetting(this, "selected", selected);
GUI<CColor>::GetSetting(this, enabled ? "textcolor_selected" : "textcolor_disabled", color);
GUI<CGUISpriteInstance>::GetSettingPointer(this, enabled ? "sprite" : "sprite_disabled", sprite);
GetGUI()->DrawSprite(*sprite, cell_id, bz, m_CachedActualSize);
if (button_width > 0.f)
{
CRect rect(m_CachedActualSize.right-button_width, m_CachedActualSize.top,
m_CachedActualSize.right, m_CachedActualSize.bottom);
if (!enabled)
{
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_disabled", sprite2_second);
GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
}
else if (m_Open)
{
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_pressed", sprite2_second);
GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
}
else if (m_MouseHovering)
{
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_over", sprite2_second);
GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
}
else
GetGUI()->DrawSprite(*sprite2, cell_id, bz+0.05f, rect);
}
if (selected != -1) // TODO: Maybe check validity completely?
{
CRect cliparea(m_CachedActualSize.left, m_CachedActualSize.top,
m_CachedActualSize.right-button_width, m_CachedActualSize.bottom);
CPos pos(m_CachedActualSize.left, m_CachedActualSize.top);
DrawText(selected, color, pos, bz+0.1f, cliparea);
}
bool* scrollbar = NULL;
bool old;
GUI<bool>::GetSettingPointer(this, "scrollbar", scrollbar);
old = *scrollbar;
if (m_Open)
{
if (m_HideScrollBar)
*scrollbar = false;
DrawList(m_ElementHighlight, "sprite_list", "sprite_selectarea", "textcolor");
if (m_HideScrollBar)
*scrollbar = old;
}
}
// When a dropdown list is opened, it needs to be visible above all the other
// controls on the page. The only way I can think of to do this is to increase
// its z value when opened, so that it's probably on top.
float CDropDown::GetBufferedZ() const
{
float bz = CList::GetBufferedZ();
if (m_Open)
return std::min(bz + 500.f, 1000.f); // TODO - don't use magic number for max z value
else
return bz;
}
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