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/* Copyright (C) 2009 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/>.
*/
/*
GUI text, handles text stuff
--Overview--
Mainly contains struct SGUIText and friends.
Actual text processing is made in CGUI::GenerateText()
--More info--
Check GUI.h
*/
#ifndef INCLUDED_GUITEXT
#define INCLUDED_GUITEXT
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include <list>
#include "CGUISprite.h"
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
/**
* An SGUIText object is a parsed string, divided into
* text-rendering components. Each component, being a
* call to the Renderer. For instance, if you by tags
* change the color, then the GUI will have to make
* individual calls saying it want that color on the
* text.
*
* For instance:
* "Hello [b]there[/b] bunny!"
*
* That without word-wrapping would mean 3 components.
* i.e. 3 calls to CRenderer. One drawing "Hello",
* one drawing "there" in bold, and one drawing "bunny!".
*/
struct SGUIText
{
/**
* A sprite call to the CRenderer
*/
struct SSpriteCall
{
SSpriteCall() : m_CellID(0) {}
/**
* Size and position of sprite
*/
CRect m_Area;
/**
* Sprite from global GUI sprite database.
*/
CGUISpriteInstance m_Sprite;
int m_CellID;
/**
* Tooltip text
*/
CStrW m_Tooltip;
/**
* Tooltip style
*/
CStrW m_TooltipStyle;
};
/**
* A text call to the CRenderer
*/
struct STextCall
{
STextCall() :
m_UseCustomColor(false),
m_Bold(false), m_Italic(false), m_Underlined(false),
m_pSpriteCall(NULL) {}
/**
* Position
*/
CPos m_Pos;
/**
* Size
*/
CSize m_Size;
/**
* The string that is suppose to be rendered.
*/
CStrW m_String;
/**
* Use custom color? If true then m_Color is used,
* else the color inputted will be used.
*/
bool m_UseCustomColor;
/**
* Color setup
*/
CColor m_Color;
/**
* Font name
*/
CStrW m_Font;
/**
* Settings
*/
bool m_Bold, m_Italic, m_Underlined;
/**
* *IF* an icon, then this is not NULL.
*/
std::list<SSpriteCall>::pointer m_pSpriteCall;
};
/**
* List of TextCalls, for instance "Hello", "there!"
*/
std::vector<STextCall> m_TextCalls;
/**
* List of sprites, or "icons" that should be rendered
* along with the text.
*/
std::list<SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
// so that we can point to elements.
/**
* Width and height of the whole output, used when setting up
* scrollbars and such.
*/
CSize m_Size;
};
/**
* String class, substitute for CStr, but that parses
* the tags and builds up a list of all text that will
* be different when outputted.
*
* The difference between CGUIString and SGUIText is that
* CGUIString is a string-class that parses the tags
* when the value is set. The SGUIText is just a container
* which stores the positions and settings of all text-calls
* that will have to be made to the Renderer.
*/
class CGUIString
{
public:
/**
* A chunk of text that represents one call to the renderer.
* In other words, all text in one chunk, will be drawn
* exactly with the same settings.
*/
struct TextChunk
{
/**
* A tag looks like this "Hello [B]there[/B] little"
*/
struct Tag
{
/**
* Tag Type
*/
enum TagType
{
TAG_B,
TAG_I,
TAG_FONT,
TAG_SIZE,
TAG_COLOR,
TAG_IMGLEFT,
TAG_IMGRIGHT,
TAG_ICON
};
struct TagAttribute
{
std::string attrib;
std::string value;
};
/**
* Set tag from string
*
* @param tagtype TagType by string, like 'IMG' for [IMG]
* @return True if m_TagType was set.
*/
bool SetTagType(const CStr& tagtype);
/**
* In [B=Hello][/B]
* m_TagType is TAG_B
*/
TagType m_TagType;
/**
* In [B=Hello][/B]
* m_TagValue is 'Hello'
*/
std::string m_TagValue;
/**
* Some tags need an additional attributes
*/
std::vector<TagAttribute> m_TagAttributes;
};
/**
* m_From and m_To is the range of the string
*/
int m_From, m_To;
/**
* Tags that are present. [A][B]
*/
std::vector<Tag> m_Tags;
};
/**
* All data generated in GenerateTextCall()
*/
struct SFeedback
{
// Constants
static const int Left=0;
static const int Right=1;
/**
* Reset all member data.
*/
void Reset();
/**
* Image stacks, for left and right floating images.
*/
std::vector<CStr> m_Images[2]; // left and right
/**
* Text and Sprite Calls.
*/
std::vector<SGUIText::STextCall> m_TextCalls;
std::list<SGUIText::SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
// so that we can point to elements.
/**
* Width and Height *feedback*
*/
CSize m_Size;
/**
* If the word inputted was a new line.
*/
bool m_NewLine;
};
/**
* Set the value, the string will automatically
* be parsed when set.
*/
void SetValue(const CStrW& str);
/**
* Get String, without tags
*/
const CStrW& GetRawString() const { return m_RawString; }
/**
* Get String, with tags
*/
const CStrW& GetOriginalString() const { return m_OriginalString; }
/**
* Generate Text Call from specified range. The range
* must span only within ONE TextChunk though. Otherwise
* it can't be fit into a single Text Call
*
* Notice it won't make it complete, you will have to add
* X/Y values and such.
*
* @param Feedback contains all info that is generated.
* @param DefaultFont Default Font
* @param from From character n,
* @param to to character n.
* @param FirstLine Whether this is the first line of text, to calculate its height correctly
* @param pObject Only for Error outputting, optional! If NULL
* then no Errors will be reported! Useful when you need
* to make several GenerateTextCall in different phases,
* it avoids duplicates.
*/
void GenerateTextCall(SFeedback &Feedback,
const CStrW& DefaultFont,
const int &from, const int &to,
const bool FirstLine,
const IGUIObject *pObject=NULL) const;
/**
* Words
*/
std::vector<int> m_Words;
/**
* TextChunks
*/
std::vector<TextChunk> m_TextChunks;
private:
/**
* The full raw string. Stripped of tags.
*/
CStrW m_RawString;
/**
* The original string value passed to SetValue.
*/
CStrW m_OriginalString;
};
#endif
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