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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "GUILabel.h"
#include <limits>
CGUILabel::CGUILabel(float posX,
float posY,
float width,
float height,
const CLabelInfo& labelInfo,
CGUILabel::OVER_FLOW overflow)
: m_label(labelInfo),
m_textLayout(labelInfo.font, overflow == OVER_FLOW_WRAP, height),
m_scrolling(overflow == OVER_FLOW_SCROLL),
m_overflowType(overflow),
m_scrollInfo(50, 0, labelInfo.scrollSpeed, labelInfo.scrollSuffix),
m_renderRect(),
m_maxRect(posX, posY, posX + width, posY + height)
{
}
CGUILabel::CGUILabel(const CGUILabel& label)
: m_label(label.m_label),
m_textLayout(label.m_textLayout),
m_scrolling(label.m_scrolling),
m_overflowType(label.m_overflowType),
m_scrollInfo(label.m_scrollInfo),
m_renderRect(label.m_renderRect),
m_maxRect(label.m_maxRect),
m_invalid(label.m_invalid),
m_color(label.m_color),
m_maxScrollLoops(label.m_maxScrollLoops)
{
}
bool CGUILabel::SetScrolling(bool scrolling)
{
bool changed = m_scrolling != scrolling;
m_scrolling = scrolling;
if (changed)
m_scrollInfo.Reset();
return changed;
}
bool CGUILabel::SetOverflow(OVER_FLOW overflow)
{
bool changed = m_overflowType != overflow;
m_overflowType = overflow;
return changed;
}
bool CGUILabel::SetColor(CGUILabel::COLOR color)
{
bool changed = m_color != color;
m_color = color;
return changed;
}
UTILS::COLOR::Color CGUILabel::GetColor() const
{
switch (m_color)
{
case COLOR_SELECTED:
return m_label.selectedColor;
case COLOR_DISABLED:
return m_label.disabledColor;
case COLOR_FOCUSED:
return m_label.focusedColor ? m_label.focusedColor : m_label.textColor;
case COLOR_INVALID:
return m_label.invalidColor ? m_label.invalidColor : m_label.textColor;
default:
break;
}
return m_label.textColor;
}
bool CGUILabel::Process(unsigned int currentTime)
{
//! @todo Add the correct processing
bool overFlows = (m_renderRect.Width() + 0.5f < m_textLayout.GetTextWidth()); // 0.5f to deal with floating point rounding issues
bool renderSolid = (m_color == COLOR_DISABLED);
if (overFlows && m_scrolling && !renderSolid)
{
if (m_maxScrollLoops < m_scrollInfo.m_loopCount)
SetScrolling(false);
else
return m_textLayout.UpdateScrollinfo(m_scrollInfo);
}
return false;
}
void CGUILabel::Render()
{
UTILS::COLOR::Color color = GetColor();
bool renderSolid = (m_color == COLOR_DISABLED);
bool overFlows = (m_renderRect.Width() + 0.5f < m_textLayout.GetTextWidth()); // 0.5f to deal with floating point rounding issues
if (overFlows && m_scrolling && !renderSolid)
m_textLayout.RenderScrolling(m_renderRect.x1, m_renderRect.y1, m_label.angle, color, m_label.shadowColor, 0, m_renderRect.Width(), m_scrollInfo);
else
{
float posX = m_renderRect.x1;
float posY = m_renderRect.y1;
uint32_t align = 0;
if (!overFlows)
{ // hack for centered multiline text, as GUITextLayout::Render() treats posX as
// center edge of the text (see GUIFontTTF::DrawTextInternal), and this has already been taken care of
// in UpdateRenderRect(), but we wish to still pass the horizontal alignment info through (so that multiline text
// is aligned correctly), so we must undo the UpdateRenderRect() changes for horizontal alignment.
if (m_label.align & XBFONT_CENTER_X)
posX += m_renderRect.Width() * 0.5f;
if (m_label.align & XBFONT_CENTER_Y) // need to pass a centered Y so that <angle> will rotate around the correct point.
posY += m_renderRect.Height() * 0.5f;
align = m_label.align;
}
else
{
if (m_overflowType == OVER_FLOW_TRUNCATE_LEFT)
align |= XBFONT_TRUNCATED_LEFT;
else
align |= XBFONT_TRUNCATED;
if (m_label.align & XBFONT_RIGHT)
align |= XBFONT_RIGHT;
if (m_label.align & XBFONT_CENTER_X)
{
posX += m_renderRect.Width() * 0.5f; // hack for centered multiline text, same of above
align |= XBFONT_CENTER_X;
}
}
m_textLayout.Render(posX, posY, m_label.angle, color, m_label.shadowColor, align, m_overflowType == OVER_FLOW_CLIP ? m_textLayout.GetTextWidth() : m_renderRect.Width(), renderSolid);
}
}
void CGUILabel::SetInvalid()
{
m_invalid = true;
}
bool CGUILabel::UpdateColors()
{
return m_label.UpdateColors();
}
bool CGUILabel::SetMaxRect(float x, float y, float w, float h)
{
CRect oldRect = m_maxRect;
m_maxRect.SetRect(x, y, x + w, y + h);
UpdateRenderRect();
return oldRect != m_maxRect;
}
bool CGUILabel::SetAlign(uint32_t align)
{
bool changed = m_label.align != align;
m_label.align = align;
UpdateRenderRect();
return changed;
}
bool CGUILabel::SetStyledText(const vecText& text, const std::vector<UTILS::COLOR::Color>& colors)
{
m_textLayout.UpdateStyled(text, colors, m_maxRect.Width());
m_invalid = false;
return true;
}
bool CGUILabel::SetText(const std::string &label)
{
if (m_textLayout.Update(label, m_maxRect.Width(), m_invalid))
{ // needed an update - reset scrolling and update our text layout
m_scrollInfo.Reset();
UpdateRenderRect();
m_invalid = false;
return true;
}
else
return false;
}
bool CGUILabel::SetTextW(const std::wstring &label)
{
if (m_textLayout.UpdateW(label, m_maxRect.Width(), m_invalid))
{
m_scrollInfo.Reset();
UpdateRenderRect();
m_invalid = false;
return true;
}
else
return false;
}
void CGUILabel::UpdateRenderRect()
{
// recalculate our text layout
float width, height;
m_textLayout.GetTextExtent(width, height);
width = std::min(width, GetMaxWidth());
if (m_label.align & XBFONT_CENTER_Y)
m_renderRect.y1 = m_maxRect.y1 + (m_maxRect.Height() - height) * 0.5f;
else
m_renderRect.y1 = m_maxRect.y1 + m_label.offsetY;
if (m_label.align & XBFONT_RIGHT)
m_renderRect.x1 = m_maxRect.x2 - width - m_label.offsetX;
else if (m_label.align & XBFONT_CENTER_X)
m_renderRect.x1 = m_maxRect.x1 + (m_maxRect.Width() - width) * 0.5f;
else
m_renderRect.x1 = m_maxRect.x1 + m_label.offsetX;
m_renderRect.x2 = m_renderRect.x1 + width;
m_renderRect.y2 = m_renderRect.y1 + height;
}
float CGUILabel::GetMaxWidth() const
{
if (m_label.width) return m_label.width;
return m_maxRect.Width() - 2*m_label.offsetX;
}
bool CGUILabel::CheckAndCorrectOverlap(CGUILabel &label1, CGUILabel &label2)
{
CRect rect(label1.m_renderRect);
if (rect.Intersect(label2.m_renderRect).IsEmpty())
return false; // nothing to do (though it could potentially encroach on the min_space requirement)
// overlap vertically and horizontally - check alignment
CGUILabel &left = label1.m_renderRect.x1 <= label2.m_renderRect.x1 ? label1 : label2;
CGUILabel &right = label1.m_renderRect.x1 <= label2.m_renderRect.x1 ? label2 : label1;
if ((left.m_label.align & 3) == 0 && right.m_label.align & XBFONT_RIGHT)
{
static const float min_space = 10;
float chopPoint = (left.m_maxRect.x1 + left.GetMaxWidth() + right.m_maxRect.x2 - right.GetMaxWidth()) * 0.5f;
// [1 [2...[2 1].|..........1] 2]
// [1 [2.....[2 | 1]..1] 2]
// [1 [2..........|.[2 1]..1] 2]
if (right.m_renderRect.x1 > chopPoint)
chopPoint = right.m_renderRect.x1 - min_space;
else if (left.m_renderRect.x2 < chopPoint)
chopPoint = left.m_renderRect.x2 + min_space;
left.m_renderRect.x2 = chopPoint - min_space;
right.m_renderRect.x1 = chopPoint + min_space;
return true;
}
return false;
}
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