File: IGUITextOwner.cpp

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/* Copyright (C) 2021 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 "IGUITextOwner.h"

#include "gui/CGUI.h"
#include "gui/SGUIMessage.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIString.h"
#include "maths/Vector2D.h"

#include <math.h>

IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
: m_pObject(pObject),
	m_GeneratedTextsValid(),
	m_TextAlign(&pObject, "text_align", EAlign::LEFT),
	m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
{
}

IGUITextOwner::~IGUITextOwner()
{
}

CGUIText& IGUITextOwner::AddText()
{
	m_GeneratedTexts.emplace_back();
	return m_GeneratedTexts.back();
}

CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
{
	// Avoids a move constructor
	m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
	return m_GeneratedTexts.back();
}

void IGUITextOwner::HandleMessage(SGUIMessage& Message)
{
	switch (Message.type)
	{
	case GUIM_SETTINGS_UPDATED:
		// Everything that can change the visual appearance.
		//  it is assumed that the text of the object will be dependent on
		//  these. Although that is not certain, but one will have to manually
		//  change it and disregard this function.
		if (Message.value == "size" || Message.value == "tooltip" ||
			Message.value == "absolute" || Message.value == "caption" ||
			Message.value == "font" || Message.value == "textcolor" ||
			Message.value == "text_align" || Message.value == "text_valign" ||
			Message.value == "buffer_zone")
		{
			m_GeneratedTextsValid = false;
		}
		break;

	default:
		break;
	}
}

void IGUITextOwner::UpdateCachedSize()
{
	// update our text positions
	m_GeneratedTextsValid = false;
}

void IGUITextOwner::UpdateText()
{
	if (!m_GeneratedTextsValid)
	{
		SetupText();
		m_GeneratedTextsValid = true;
	}
}

void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
{
	UpdateText();

	ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");

	m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
}

void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
{
	// The horizontal Alignment is now computed in GenerateText in order to not have to
	// loop through all of the TextCall objects again.
	TextPos.X = ObjSize.left;

	switch (m_TextVAlign)
	{
	case EVAlign::TOP:
		TextPos.Y = ObjSize.top;
		break;
	case EVAlign::CENTER:
		// Round to integer pixel values, else the fonts look awful
		TextPos.Y = floorf(ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f);
		break;
	case EVAlign::BOTTOM:
		TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
		break;
	default:
		debug_warn(L"Broken EVAlign in CButton::SetupText()");
		break;
	}
}