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
|
/* 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 "CTooltip.h"
#include "gui/CGUI.h"
#include "gui/SettingTypes/CGUIString.h"
#include "gui/CGUIText.h"
#include <algorithm>
CTooltip::CTooltip(CGUI& pGUI)
: IGUIObject(pGUI),
IGUITextOwner(*static_cast<IGUIObject*>(this)),
m_BufferZone(this, "buffer_zone"),
m_Caption(this, "caption"),
m_Font(this, "font"),
m_Sprite(this, "sprite"),
m_Delay(this, "delay", 500), // in milliseconds
m_TextColor(this, "textcolor"),
m_MaxWidth(this, "maxwidth"),
m_Offset(this, "offset"),
m_Anchor(this, "anchor", EVAlign::BOTTOM),
// This is used for tooltips that are hidden/revealed manually by scripts, rather than through the standard tooltip display mechanism
m_Independent(this, "independent"),
// Private settings:
// This is set by GUITooltip
m_MousePos(this, "_mousepos"),
// If the tooltip is just a reference to another object:
m_UseObject(this, "use_object"),
m_HideObject(this, "hide_object")
{
// Set up a blank piece of text, to be replaced with a more
// interesting message later
AddText();
}
CTooltip::~CTooltip()
{
}
void CTooltip::SetupText()
{
ENSURE(m_GeneratedTexts.size() == 1);
m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, m_MaxWidth, m_BufferZone, m_TextAlign, this);
// Position the tooltip relative to the mouse:
const CVector2D& mousepos = m_Independent ? m_pGUI.GetMousePos() : m_MousePos;
float textwidth = m_GeneratedTexts[0].GetSize().Width;
float textheight = m_GeneratedTexts[0].GetSize().Height;
CGUISize size;
size.pixel.left = mousepos.X + m_Offset->X;
size.pixel.right = size.pixel.left + textwidth;
switch (m_Anchor)
{
case EVAlign::TOP:
size.pixel.top = mousepos.Y + m_Offset->Y;
size.pixel.bottom = size.pixel.top + textheight;
break;
case EVAlign::BOTTOM:
size.pixel.bottom = mousepos.Y + m_Offset->Y;
size.pixel.top = size.pixel.bottom - textheight;
break;
case EVAlign::CENTER:
size.pixel.top = mousepos.Y + m_Offset->Y - textheight/2.f;
size.pixel.bottom = size.pixel.top + textwidth;
break;
default:
debug_warn(L"Invalid EVAlign!");
}
// Reposition the tooltip if it's falling off in the GUI window.
const CSize2D windowSize = m_pGUI.GetWindowSize();
if (size.pixel.top < 0.f)
{
size.pixel.bottom -= size.pixel.top;
size.pixel.top = 0.f;
}
else if (size.pixel.bottom > windowSize.Height)
{
size.pixel.top -= size.pixel.bottom - windowSize.Height;
size.pixel.bottom = windowSize.Height;
}
if (size.pixel.left < 0.f)
{
size.pixel.right -= size.pixel.left;
size.pixel.left = 0.f;
}
else if (size.pixel.right > windowSize.Width)
{
size.pixel.left -= size.pixel.right - windowSize.Width;
size.pixel.right = windowSize.Width;
}
m_Size.Set(size, true);
}
void CTooltip::UpdateCachedSize()
{
IGUIObject::UpdateCachedSize();
IGUITextOwner::UpdateCachedSize();
}
void CTooltip::HandleMessage(SGUIMessage& Message)
{
IGUIObject::HandleMessage(Message);
IGUITextOwner::HandleMessage(Message);
}
void CTooltip::Draw(CCanvas2D& canvas)
{
// Normally IGUITextOwner will handle this updating but since SetupText can modify the position
// we need to call it now *before* we do the rest of the drawing
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
m_pGUI.DrawSprite(m_Sprite, canvas, m_CachedActualSize);
DrawText(canvas, 0, m_TextColor, m_CachedActualSize.TopLeft());
}
float CTooltip::GetBufferedZ() const
{
// TODO: Find a nicer way of putting the tooltip on top of everything else.
return 900.f;
}
|