1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226
|
/* 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 "CText.h"
#include "gui/CGUI.h"
#include "gui/CGUIScrollBarVertical.h"
#include "gui/CGUIText.h"
CText::CText(CGUI& pGUI)
: IGUIObject(pGUI),
IGUIScrollBarOwner(*static_cast<IGUIObject*>(this)),
IGUITextOwner(*static_cast<IGUIObject*>(this)),
m_BufferZone(this, "buffer_zone"),
m_Caption(this, "caption"),
m_Clip(this, "clip", true),
m_Font(this, "font"),
m_ScrollBar(this, "scrollbar", false),
m_ScrollBarStyle(this, "scrollbar_style"),
m_ScrollBottom(this, "scroll_bottom"),
m_ScrollTop(this, "scroll_top"),
m_Sprite(this, "sprite"),
m_SpriteOverlay(this, "sprite_overlay"),
m_TextColor(this, "textcolor"),
m_TextColorDisabled(this, "textcolor_disabled")
{
// Add scroll-bar
auto bar = std::make_unique<CGUIScrollBarVertical>(pGUI);
bar->SetRightAligned(true);
AddScrollBar(std::move(bar));
// Add text
AddText();
}
CText::~CText()
{
}
void CText::SetupText()
{
if (m_GeneratedTexts.empty())
return;
float width = m_CachedActualSize.GetWidth();
// remove scrollbar if applicable
if (m_ScrollBar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, width, m_BufferZone, m_TextAlign, this);
if (!m_ScrollBar)
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
// Setup scrollbar
if (m_ScrollBar)
{
// If we are currently scrolled to the bottom of the text,
// then add more lines of text, update the scrollbar so we
// stick to the bottom.
// (Use 1.5px delta so this triggers the first time caption is set)
bool bottom = false;
if (m_ScrollBottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0].GetSize().Height);
GetScrollBar(0).SetScrollSpace(m_CachedActualSize.GetHeight());
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
if (bottom)
GetScrollBar(0).SetPos(GetScrollBar(0).GetMaxPos());
if (m_ScrollTop)
GetScrollBar(0).SetPos(0.0f);
}
}
void CText::ResetStates()
{
IGUIObject::ResetStates();
IGUIScrollBarOwner::ResetStates();
}
void CText::UpdateCachedSize()
{
IGUIObject::UpdateCachedSize();
IGUITextOwner::UpdateCachedSize();
}
CSize2D CText::GetTextSize()
{
UpdateText();
return m_GeneratedTexts[0].GetSize();
}
const CStrW& CText::GetTooltipText() const
{
for (const CGUIText& text : m_GeneratedTexts)
for (const CGUIText::STextCall& textChunk : text.GetTextCalls())
{
if (textChunk.m_Tooltip.empty())
continue;
CRect area(textChunk.m_Pos - CVector2D(0.f, textChunk.m_Size.Height), textChunk.m_Size);
if (area.PointInside(m_pGUI.GetMousePos() - m_CachedActualSize.TopLeft()))
return textChunk.m_Tooltip;
}
return m_Tooltip;
}
void CText::HandleMessage(SGUIMessage& Message)
{
IGUIObject::HandleMessage(Message);
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
GetScrollBar(0).SetScrollBarStyle(m_ScrollBarStyle);
SetupText();
}
break;
case GUIM_MOUSE_WHEEL_DOWN:
{
GetScrollBar(0).ScrollPlus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
GetScrollBar(0).ScrollMinus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_LOAD:
{
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
GetScrollBar(0).SetScrollBarStyle(m_ScrollBarStyle);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
void CText::Draw(CCanvas2D& canvas)
{
m_pGUI.DrawSprite(m_Sprite, canvas, m_CachedActualSize);
float scroll = 0.f;
if (m_ScrollBar)
scroll = GetScrollBar(0).GetPos();
// Clipping area (we'll have to subtract the scrollbar)
CRect cliparea;
if (m_Clip)
{
cliparea = m_CachedActualSize;
if (m_ScrollBar)
{
// subtract scrollbar from cliparea
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
}
const CGUIColor& color = m_Enabled ? m_TextColor : m_TextColorDisabled;
if (m_ScrollBar)
DrawText(canvas, 0, color, m_CachedActualSize.TopLeft() - CVector2D(0.f, scroll), cliparea);
else
DrawText(canvas, 0, color, m_TextPos, cliparea);
// Draw scrollbars on top of the content
if (m_ScrollBar)
IGUIScrollBarOwner::Draw(canvas);
// Draw the overlays last
m_pGUI.DrawSprite(m_SpriteOverlay, canvas, m_CachedActualSize);
}
|