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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266
|
/* Tooltip.cpp
Copyright (c) 2025 by Amazinite
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 "Tooltip.h"
#include "shader/FillShader.h"
#include "text/FontSet.h"
#include "Point.h"
#include "Preferences.h"
#include "Screen.h"
using namespace std;
namespace {
Rectangle CreateBox(const Rectangle &zone, const Point &boxSize,
Tooltip::Direction direction, Tooltip::Corner corner)
{
// Find the anchor point that the tooltip should be created from.
Point anchor;
if(corner == Tooltip::Corner::TOP_LEFT)
anchor = zone.TopLeft();
else if(corner == Tooltip::Corner::TOP_RIGHT)
anchor = zone.TopRight();
else if(corner == Tooltip::Corner::BOTTOM_LEFT)
anchor = zone.BottomLeft();
else
anchor = zone.BottomRight();
Rectangle box = Rectangle::FromCorner(anchor, boxSize);
// The default box has a direction of DOWN_RIGHT, so shift the box left
// or up accordingly with the chosen direction.
if(direction == Tooltip::Direction::UP_LEFT || direction == Tooltip::Direction::DOWN_LEFT)
box -= Point(boxSize.X(), 0);
if(direction == Tooltip::Direction::UP_LEFT || direction == Tooltip::Direction::UP_RIGHT)
box -= Point(0, boxSize.Y());
return box;
}
// Determine where this tooltip should be positioned. Account for whether the
// default settings would generate a tooltip that goes off screen, and create
// an adjusted tooltip position if this occurs.
Rectangle PositionBox(const Rectangle &zone, const Point &boxSize,
Tooltip::Direction direction, Tooltip::Corner corner)
{
// Generate a tooltip box from the given parameters.
Rectangle box = CreateBox(zone, boxSize, direction, corner);
// If the tooltip goes off one of the edges of the screen, swap the draw
// direction to go the other way. Also swap the corner that the tooltip
// is being drawn from as to not overlap the hover zone.
bool onScreen = true;
if(box.Left() < Screen::Left())
{
onScreen = false;
if(direction == Tooltip::Direction::UP_LEFT)
{
direction = Tooltip::Direction::UP_RIGHT;
if(corner == Tooltip::Corner::BOTTOM_LEFT)
corner = Tooltip::Corner::BOTTOM_RIGHT;
}
else if(direction == Tooltip::Direction::DOWN_LEFT)
{
direction = Tooltip::Direction::DOWN_RIGHT;
if(corner == Tooltip::Corner::TOP_LEFT)
corner = Tooltip::Corner::TOP_RIGHT;
}
}
else if(box.Right() > Screen::Right())
{
onScreen = false;
if(direction == Tooltip::Direction::UP_RIGHT)
{
direction = Tooltip::Direction::UP_LEFT;
if(corner == Tooltip::Corner::BOTTOM_RIGHT)
corner = Tooltip::Corner::BOTTOM_LEFT;
}
else if(direction == Tooltip::Direction::DOWN_RIGHT)
{
direction = Tooltip::Direction::DOWN_LEFT;
if(corner == Tooltip::Corner::TOP_RIGHT)
corner = Tooltip::Corner::TOP_LEFT;
}
}
if(box.Top() < Screen::Top())
{
onScreen = false;
if(direction == Tooltip::Direction::UP_RIGHT)
{
direction = Tooltip::Direction::DOWN_RIGHT;
if(corner == Tooltip::Corner::TOP_LEFT)
corner = Tooltip::Corner::BOTTOM_LEFT;
}
else if(direction == Tooltip::Direction::UP_LEFT)
{
direction = Tooltip::Direction::DOWN_LEFT;
if(corner == Tooltip::Corner::TOP_RIGHT)
corner = Tooltip::Corner::BOTTOM_RIGHT;
}
}
else if(box.Bottom() > Screen::Bottom())
{
onScreen = false;
if(direction == Tooltip::Direction::DOWN_RIGHT)
{
direction = Tooltip::Direction::UP_RIGHT;
if(corner == Tooltip::Corner::BOTTOM_LEFT)
corner = Tooltip::Corner::TOP_LEFT;
}
else if(direction == Tooltip::Direction::DOWN_LEFT)
{
direction = Tooltip::Direction::UP_LEFT;
if(corner == Tooltip::Corner::BOTTOM_RIGHT)
corner = Tooltip::Corner::TOP_RIGHT;
}
}
// If the initial box doesn't fit on screen, generate a new one with
// a different draw location. Don't bother checking if this second box
// fits on screen, because if it doesn't, that means that the screen
// is simply too small to fit this box.
return onScreen ? box : CreateBox(zone, boxSize, direction, corner);
}
}
Tooltip::Tooltip(int width, Alignment alignment, Direction direction, Corner corner,
const Color *backColor, const Color *fontColor)
: width(width), direction(direction), corner(corner), backColor(backColor), fontColor(fontColor)
{
text.SetFont(FontSet::Get(14));
// 10 pixels of padding will be left on either side of the tooltip box.
text.SetWrapWidth(width - 20);
text.SetAlignment(alignment);
UpdateActivationCount();
}
void Tooltip::IncrementCount()
{
if(hoverCount < activationHover)
++hoverCount;
}
void Tooltip::DecrementCount()
{
if(hoverCount)
--hoverCount;
}
void Tooltip::ResetCount()
{
hoverCount = 0;
}
bool Tooltip::ShouldDraw() const
{
return hoverCount >= activationHover;
}
void Tooltip::SetZone(const Point ¢er, const Point &dimensions)
{
zone = Rectangle(center, dimensions);
}
void Tooltip::SetZone(const Rectangle &zone)
{
this->zone = zone;
}
void Tooltip::SetText(const string &newText, bool shrink)
{
// Reset the wrap width each time we set text in case the WrappedText
// was previously shrunk to the size of the text.
text.SetWrapWidth(width - 20);
text.Wrap(newText);
if(shrink)
{
// Shrink the tooltip width to fit the length of the text.
int longest = text.LongestLineWidth();
if(longest < text.WrapWidth())
{
text.SetWrapWidth(longest);
text.Wrap(newText);
}
}
}
bool Tooltip::HasText() const
{
return text.Height();
}
void Tooltip::Clear()
{
text.Wrap("");
}
void Tooltip::SetBackgroundColor(const Color *backColor)
{
this->backColor = backColor;
}
void Tooltip::SetFontColor(const Color *fontColor)
{
this->fontColor = fontColor;
}
void Tooltip::Draw(bool forceDraw) const
{
if((!forceDraw && !ShouldDraw()) || !HasText())
return;
// Determine the tooltip's size and location.
Point textSize(text.WrapWidth(), text.Height(false));
Point boxSize = textSize + Point(20., 20.);
Rectangle box = PositionBox(zone, boxSize, direction, corner);
FillShader::Fill(box, *backColor);
text.Draw(box.TopLeft() + Point(10., 10.), *fontColor);
}
void Tooltip::UpdateActivationCount()
{
activationHover = Preferences::TooltipActivation();
}
|