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/* ItemInfoDisplay.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky 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 3 of the License, or (at your option) any later version.
Endless Sky 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
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "ItemInfoDisplay.h"
#include "text/Alignment.h"
#include "Color.h"
#include "shader/FillShader.h"
#include "text/FontSet.h"
#include "text/Format.h"
#include "GameData.h"
#include "Rectangle.h"
#include "Screen.h"
#include "text/Table.h"
#include <algorithm>
#include <cmath>
using namespace std;
ItemInfoDisplay::ItemInfoDisplay()
: tooltip(WIDTH, Alignment::JUSTIFIED, Tooltip::Direction::DOWN_LEFT, Tooltip::Corner::TOP_LEFT,
GameData::Colors().Get("tooltip background"), GameData::Colors().Get("medium"))
{
description.SetAlignment(Alignment::JUSTIFIED);
description.SetWrapWidth(WIDTH - 20);
description.SetFont(FontSet::Get(14));
}
// Get the panel width.
int ItemInfoDisplay::PanelWidth()
{
return WIDTH;
}
// Get the height of each of the three panels.
int ItemInfoDisplay::MaximumHeight() const
{
return maximumHeight;
}
int ItemInfoDisplay::DescriptionHeight() const
{
return descriptionHeight;
}
int ItemInfoDisplay::AttributesHeight() const
{
return attributesHeight;
}
// Draw each of the panels.
void ItemInfoDisplay::DrawDescription(const Point &topLeft) const
{
Rectangle hoverTarget = Rectangle::FromCorner(topLeft, Point(PanelWidth(), DescriptionHeight()));
Color color = hoverTarget.Contains(hoverPoint) ? *GameData::Colors().Get("bright") : *GameData::Colors().Get("medium");
description.Draw(topLeft + Point(10., 12.), color);
}
void ItemInfoDisplay::DrawAttributes(const Point &topLeft) const
{
Draw(topLeft, attributeLabels, attributeValues);
}
void ItemInfoDisplay::DrawTooltips() const
{
tooltip.Draw();
tooltip.DecrementCount();
}
// Update the location where the mouse is hovering.
void ItemInfoDisplay::Hover(const Point &point)
{
hoverPoint = point;
hasHover = true;
}
void ItemInfoDisplay::ClearHover()
{
hasHover = false;
}
void ItemInfoDisplay::UpdateDescription(const string &text, const vector<string> &licenses, bool isShip)
{
if(licenses.empty())
description.Wrap(text);
else
{
static const string NOUN[2] = {"outfit", "ship"};
string fullText = text + "\tTo purchase this " + NOUN[isShip] + " you must have ";
fullText += Format::List<vector, string>(licenses,
[](const string &name)
{
bool isVoweled = false;
for(const char &c : "aeiou")
if(name.starts_with(c) || name.starts_with(toupper(c)))
{
isVoweled = true;
break;
}
return (isVoweled ? "an " : "a ") + name + " License";
});
fullText += ".\n";
description.Wrap(fullText);
}
// If there is a description, pad by 10 pixels on the top and bottom.
descriptionHeight = description.Height();
if(descriptionHeight)
descriptionHeight += 20;
}
Point ItemInfoDisplay::Draw(Point point, const vector<string> &labels, const vector<string> &values) const
{
// Add ten pixels of padding at the top.
point.Y() += 10.;
// Get standard colors to draw with.
const Color &labelColor = *GameData::Colors().Get("medium");
const Color &valueColor = *GameData::Colors().Get("bright");
Table table;
// Use 10-pixel margins on both sides.
table.AddColumn(10, {WIDTH - 20});
table.AddColumn(WIDTH - 10, {WIDTH - 20, Alignment::RIGHT});
table.SetHighlight(0, WIDTH);
table.DrawAt(point);
for(unsigned i = 0; i < labels.size() && i < values.size(); ++i)
{
if(labels[i].empty())
{
table.DrawGap(10);
continue;
}
CheckHover(table, labels[i]);
table.Draw(labels[i], values[i].empty() ? valueColor : labelColor);
table.Draw(values[i], valueColor);
}
return table.GetPoint();
}
void ItemInfoDisplay::CheckHover(const Table &table, const string &label) const
{
if(!hasHover)
return;
Rectangle zone = table.GetRowBounds();
if(!zone.Contains(hoverPoint))
return;
if(label == hover)
{
// The tooltip counter is decremented on every frame for this class,
// so double-increment the counter when hovering on a zone.
tooltip.IncrementCount();
tooltip.IncrementCount();
}
hover = label;
if(tooltip.ShouldDraw())
{
tooltip.SetZone(zone);
tooltip.SetText(GameData::Tooltip(hover));
}
}
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