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/* 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
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