File: gui_label.cpp

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (172 lines) | stat: -rw-r--r-- 5,650 bytes parent folder | download | duplicates (2)
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
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program 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.
 *
 * This program 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 <http://www.gnu.org/licenses/>.
 *
 */

#include "common/std/algorithm.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/gui_label.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"

#define GUILABEL_TEXTLENGTH_PRE272 200

namespace AGS3 {
namespace AGS {
namespace Shared {

GUILabel::GUILabel() {
	Font = 0;
	TextColor = 0;
	TextAlignment = kHAlignLeft;

	_scEventCount = 0;
}

bool GUILabel::HasAlphaChannel() const {
	return is_font_antialiased(Font);
}

String GUILabel::GetText() const {
	return Text;
}

GUILabelMacro GUILabel::GetTextMacros() const {
	return _textMacro;
}

Rect GUILabel::CalcGraphicRect(bool clipped) {
	if (clipped)
		return RectWH(0, 0, _width, _height);

	// TODO: need to find a way to text position, or there'll be some repetition
	// have to precache text and size on some events:
	// - translation change
	// - macro value change (score, overhotspot etc)
	Rect rc = RectWH(0, 0, _width, _height);
	if (PrepareTextToDraw() == 0)
		return rc;
	const int linespacing = // Older engine labels used (font height + 1) as linespacing for some reason
		((_G(loaded_game_file_version) < kGameVersion_360) && (get_font_flags(Font) & FFLG_DEFLINESPACING)) ?
		(get_font_height(Font) + 1) :
		get_font_linespacing(Font);
	// < 2.72 labels did not limit vertical size of text
	const bool limit_by_label_frame = _G(loaded_game_file_version) >= kGameVersion_272;
	int at_y = 0;
	Line max_line;
	for (size_t i = 0;
		i < _GP(Lines).Count() && (!limit_by_label_frame || at_y <= _height);
		++i, at_y += linespacing) {
		Line lpos = GUI::CalcTextPositionHor(_GP(Lines)[i].GetCStr(), Font, 0, 0 + _width - 1, at_y,
			(FrameAlignment)TextAlignment);
		max_line.X2 = MAX(max_line.X2, lpos.X2);
	}
	// Include font fixes for the first and last text line,
	// in case graphical height is different, and there's a VerticalOffset
	Line vextent = GUI::CalcFontGraphicalVExtent(Font);
	Rect text_rc = RectWH(0, vextent.Y1, max_line.X2 - max_line.X1 + 1, at_y - linespacing + (vextent.Y2 - vextent.Y1));
	return SumRects(rc, text_rc);
}

void GUILabel::Draw(Bitmap *ds, int x, int y) {
	// TODO: need to find a way to cache text prior to drawing;
	// but that will require to update all gui controls when translation is changed in game
	if (PrepareTextToDraw() == 0)
		return;

	color_t text_color = ds->GetCompatibleColor(TextColor);
	const int linespacing = // Older engine labels used (font height + 1) as linespacing for some reason
		((_G(loaded_game_file_version) < kGameVersion_360) && (get_font_flags(Font) & FFLG_DEFLINESPACING)) ?
		(get_font_height(Font) + 1) :
		get_font_linespacing(Font);
	// < 2.72 labels did not limit vertical size of text
	const bool limit_by_label_frame = _G(loaded_game_file_version) >= kGameVersion_272;
	int at_y = y;
	for (size_t i = 0;
		i < _GP(Lines).Count() && (!limit_by_label_frame || at_y <= y + _height);
		++i, at_y += linespacing) {
		GUI::DrawTextAlignedHor(ds, _GP(Lines)[i].GetCStr(), Font, text_color, x, x + _width - 1, at_y,
			(FrameAlignment)TextAlignment);
	}
}

void GUILabel::SetText(const String &text) {
	if (text == Text)
		return;
	Text = text;
	// Check for macros within text
	_textMacro = GUI::FindLabelMacros(Text);
	MarkChanged();
}

// TODO: replace string serialization with StrUtil::ReadString and WriteString
// methods in the future, to keep this organized.
void GUILabel::WriteToFile(Stream *out) const {
	GUIObject::WriteToFile(out);
	StrUtil::WriteString(Text, out);
	out->WriteInt32(Font);
	out->WriteInt32(TextColor);
	out->WriteInt32(TextAlignment);
}

void GUILabel::ReadFromFile(Stream *in, GuiVersion gui_version) {
	GUIObject::ReadFromFile(in, gui_version);

	if (gui_version < kGuiVersion_272c)
		Text.ReadCount(in, GUILABEL_TEXTLENGTH_PRE272);
	else
		Text = StrUtil::ReadString(in);

	Font = in->ReadInt32();
	TextColor = in->ReadInt32();
	if (gui_version < kGuiVersion_350)
		TextAlignment = ConvertLegacyGUIAlignment((LegacyGUIAlignment)in->ReadInt32());
	else
		TextAlignment = (HorAlignment)in->ReadInt32();

	if (TextColor == 0)
		TextColor = 16;

	_textMacro = GUI::FindLabelMacros(Text);
}

void GUILabel::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
	GUIObject::ReadFromSavegame(in, svg_ver);
	Font = in->ReadInt32();
	TextColor = in->ReadInt32();
	Text = StrUtil::ReadString(in);
	if (svg_ver >= kGuiSvgVersion_350)
		TextAlignment = (HorAlignment)in->ReadInt32();

	_textMacro = GUI::FindLabelMacros(Text);
}

void GUILabel::WriteToSavegame(Stream *out) const {
	GUIObject::WriteToSavegame(out);
	out->WriteInt32(Font);
	out->WriteInt32(TextColor);
	StrUtil::WriteString(Text, out);
	out->WriteInt32(TextAlignment);
}

} // namespace Shared
} // namespace AGS
} // namespace AGS3