File: gui_listbox.cpp

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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/gui/gui_listbox.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"

namespace AGS3 {
namespace AGS {
namespace Shared {

GUIListBox::GUIListBox() {
	ItemCount = 0;
	SelectedItem = 0;
	TopItem = 0;
	RowHeight = 0;
	VisibleItemCount = 0;
	Font = 0;
	TextColor = 0;
	SelectedTextColor = 7;
	ListBoxFlags = kListBox_DefFlags;
	SelectedBgColor = 16;
	TextAlignment = kHAlignLeft;

	_scEventCount = 1;
	_scEventNames[0] = "SelectionChanged";
	_scEventArgs[0] = "GUIControl *control";
}

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

int GUIListBox::GetItemAt(int x, int y) const {
	if (RowHeight <= 0 || IsInRightMargin(x))
		return -1;

	int index = y / RowHeight + TopItem;
	if (index < 0 || index >= ItemCount)
		return -1;
	return index;
}

bool GUIListBox::AreArrowsShown() const {
	return (ListBoxFlags & kListBox_ShowArrows) != 0;
}

bool GUIListBox::IsBorderShown() const {
	return (ListBoxFlags & kListBox_ShowBorder) != 0;
}

bool GUIListBox::IsSvgIndex() const {
	return (ListBoxFlags & kListBox_SvgIndex) != 0;
}

bool GUIListBox::IsInRightMargin(int x) const {
	if (x >= (_width - get_fixed_pixel_size(6)) && IsBorderShown() && AreArrowsShown())
		return 1;
	return 0;
}

Rect GUIListBox::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);
	UpdateMetrics();
	const int width = _width - 1;
	const int pixel_size = get_fixed_pixel_size(1);
	int right_hand_edge = width - pixel_size - 1;
	// calculate the scroll bar's width if necessary
	if (ItemCount > VisibleItemCount &&IsBorderShown() && AreArrowsShown())
		right_hand_edge -= get_fixed_pixel_size(7);
	Line max_line;
	for (int item = 0; (item < VisibleItemCount) && (item + TopItem < ItemCount); ++item) {
		int at_y = pixel_size + item * RowHeight;
		int item_index = item + TopItem;
		PrepareTextToDraw(Items[item_index]);
		Line lpos = GUI::CalcTextPositionHor(_textToDraw.GetCStr(), Font, 1 + pixel_size, right_hand_edge, at_y + 1,
			(FrameAlignment)TextAlignment);
		max_line.X2 = MAX(max_line.X2, lpos.X2);
	}
	int last_line_y = pixel_size + 1 + (VisibleItemCount - 1) * RowHeight;
	// 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, last_line_y + (vextent.Y2 - vextent.Y1));
	return SumRects(rc, text_rc);
}

int GUIListBox::AddItem(const String &text) {
	Items.push_back(text);
	SavedGameIndex.push_back(-1);
	ItemCount++;
	MarkChanged();
	return ItemCount - 1;
}

void GUIListBox::Clear() {
	if (Items.empty())
		return;

	Items.clear();
	SavedGameIndex.clear();
	ItemCount = 0;
	SelectedItem = 0;
	TopItem = 0;
	MarkChanged();
}

void GUIListBox::Draw(Bitmap *ds, int x, int y) {
	const int width = _width - 1;
	const int height = _height - 1;
	const int pixel_size = get_fixed_pixel_size(1);

	color_t text_color = ds->GetCompatibleColor(TextColor);
	color_t draw_color = ds->GetCompatibleColor(TextColor);
	if (IsBorderShown()) {
		ds->DrawRect(Rect(x, y, x + width, y + height), draw_color);
		if (pixel_size > 1)
			ds->DrawRect(Rect(x + 1, y + 1, x + width - 1, y + height - 1), draw_color);
	}

	int right_hand_edge = (x + width) - pixel_size - 1;

	// update the RowHeight and VisibleItemCount
	// FIXME: find a way to update this whenever relevant things change in the engine
	UpdateMetrics();

	// draw the scroll bar in if necessary
	bool scrollbar = (ItemCount > VisibleItemCount) && IsBorderShown() && AreArrowsShown();
	if (scrollbar) {
		int xstrt, ystrt;
		ds->DrawRect(Rect(x + width - get_fixed_pixel_size(7), y, (x + (pixel_size - 1) + width) - get_fixed_pixel_size(7), y + height), draw_color);
		ds->DrawRect(Rect(x + width - get_fixed_pixel_size(7), y + height / 2, x + width, y + height / 2 + (pixel_size - 1)), draw_color);

		xstrt = (x + width - get_fixed_pixel_size(6)) + (pixel_size - 1);
		ystrt = (y + height - 3) - get_fixed_pixel_size(5);

		draw_color = ds->GetCompatibleColor(TextColor);
		ds->DrawTriangle(Triangle(xstrt, ystrt, xstrt + get_fixed_pixel_size(4), ystrt,
			xstrt + get_fixed_pixel_size(2),
			ystrt + get_fixed_pixel_size(5)), draw_color);

		ystrt = y + 3;
		ds->DrawTriangle(Triangle(xstrt, ystrt + get_fixed_pixel_size(5),
			xstrt + get_fixed_pixel_size(4),
			ystrt + get_fixed_pixel_size(5),
			xstrt + get_fixed_pixel_size(2), ystrt), draw_color);

		right_hand_edge -= get_fixed_pixel_size(7);
	}

	Rect old_clip = ds->GetClip();
	if (scrollbar && GUI::Options.ClipControls)
		ds->SetClip(Rect(x, y, right_hand_edge + 1, y + _height - 1));
	for (int item = 0; (item < VisibleItemCount) && (item + TopItem < ItemCount); ++item) {
		int at_y = y + pixel_size + item * RowHeight;
		if (item + TopItem == SelectedItem) {
			text_color = ds->GetCompatibleColor(SelectedTextColor);
			if (SelectedBgColor > 0) {
				int stretch_to = (x + width) - pixel_size;
				// draw the SelectedItem item bar (if colour not transparent)
				draw_color = ds->GetCompatibleColor(SelectedBgColor);
				if ((VisibleItemCount < ItemCount) && IsBorderShown() && AreArrowsShown())
					stretch_to -= get_fixed_pixel_size(7);

				ds->FillRect(Rect(x + pixel_size, at_y, stretch_to, at_y + RowHeight - pixel_size), draw_color);
			}
		} else
			text_color = ds->GetCompatibleColor(TextColor);

		int item_index = item + TopItem;
		PrepareTextToDraw(Items[item_index]);

		GUI::DrawTextAlignedHor(ds, _textToDraw.GetCStr(), Font, text_color, x + 1 + pixel_size, right_hand_edge, at_y + 1,
			(FrameAlignment)TextAlignment);
	}
	ds->SetClip(old_clip);
}

int GUIListBox::InsertItem(int index, const String &text) {
	if (index < 0 || index > ItemCount)
		return -1;

	Items.insert(Items.begin() + index, text);
	SavedGameIndex.insert(SavedGameIndex.begin() + index, -1);
	if (SelectedItem >= index)
		SelectedItem++;

	ItemCount++;
	MarkChanged();
	return ItemCount - 1;
}

void GUIListBox::RemoveItem(int index) {
	if (index < 0 || index >= ItemCount)
		return;

	Items.erase(Items.begin() + index);
	SavedGameIndex.erase(SavedGameIndex.begin() + index);
	ItemCount--;

	if (SelectedItem > index)
		SelectedItem--;
	if (SelectedItem >= ItemCount)
		SelectedItem = -1;
	MarkChanged();
}

void GUIListBox::SetShowArrows(bool on) {
	if (on != ((ListBoxFlags & kListBox_ShowArrows) != 0))
		MarkChanged();
	if (on)
		ListBoxFlags |= kListBox_ShowArrows;
	else
		ListBoxFlags &= ~kListBox_ShowArrows;
}

void GUIListBox::SetShowBorder(bool on) {
	if (on != ((ListBoxFlags & kListBox_ShowBorder) != 0))
		MarkChanged();
	if (on)
		ListBoxFlags |= kListBox_ShowBorder;
	else
		ListBoxFlags &= ~kListBox_ShowBorder;
}

void GUIListBox::SetSvgIndex(bool on) {
	if (on)
		ListBoxFlags |= kListBox_SvgIndex;
	else
		ListBoxFlags &= ~kListBox_SvgIndex;
}

void GUIListBox::SetFont(int font) {
	if (Font == font)
		return;
	Font = font;
	UpdateMetrics();
	MarkChanged();
}

void GUIListBox::SetItemText(int index, const String &text) {
	if ((index >= 0) && (index < ItemCount) && (text != Items[index])) {
		Items[index] = text;
		MarkChanged();
	}
}

bool GUIListBox::OnMouseDown() {
	if (IsInRightMargin(MousePos.X)) {
		int top_item = TopItem;
		if (MousePos.Y < _height / 2 && TopItem > 0)
			top_item = TopItem - 1;
		if (MousePos.Y >= _height / 2 && ItemCount > TopItem + VisibleItemCount)
			top_item = TopItem + 1;
		if (TopItem != top_item) {
			TopItem = top_item;
			MarkChanged();
		}
		return false;
	}

	int sel = GetItemAt(MousePos.X, MousePos.Y);
	if (sel < 0)
		return false;
	if (sel != SelectedItem) {
		SelectedItem = sel;
		MarkChanged();
	}
	IsActivated = true;
	return false;
}

void GUIListBox::OnMouseMove(int x_, int y_) {
	MousePos.X = x_ - X;
	MousePos.Y = y_ - Y;
}

void GUIListBox::OnResized() {
	UpdateMetrics();
	MarkChanged();
}

void GUIListBox::UpdateMetrics() {
	int font_height = (_G(loaded_game_file_version) < kGameVersion_360_21) ?
		get_font_height(Font) : get_font_height_outlined(Font);
	RowHeight = font_height + get_fixed_pixel_size(2); // +1 top/bottom margin
	VisibleItemCount = _height / RowHeight;
	if (ItemCount <= VisibleItemCount)
		TopItem = 0; // reset scroll if all items are visible
}

// TODO: replace string serialization with StrUtil::ReadString and WriteString
// methods in the future, to keep this organized.
void GUIListBox::WriteToFile(Stream *out) const {
	GUIObject::WriteToFile(out);
	out->WriteInt32(ItemCount);
	out->WriteInt32(Font);
	out->WriteInt32(TextColor);
	out->WriteInt32(SelectedTextColor);
	out->WriteInt32(ListBoxFlags);
	out->WriteInt32(TextAlignment);
	out->WriteInt32(SelectedBgColor);
	for (int i = 0; i < ItemCount; ++i)
		Items[i].Write(out);
}

void GUIListBox::ReadFromFile(Stream *in, GuiVersion gui_version) {
	Clear();

	GUIObject::ReadFromFile(in, gui_version);
	ItemCount = in->ReadInt32();
	if (gui_version < kGuiVersion_350) { // NOTE: reading into actual variables only for old savegame support
		SelectedItem = in->ReadInt32();
		TopItem = in->ReadInt32();
		MousePos.X = in->ReadInt32();
		MousePos.Y = in->ReadInt32();
		RowHeight = in->ReadInt32();
		VisibleItemCount = in->ReadInt32();
	}
	Font = in->ReadInt32();
	TextColor = in->ReadInt32();
	SelectedTextColor = in->ReadInt32();
	ListBoxFlags = in->ReadInt32();
	// reverse particular flags from older format
	if (gui_version < kGuiVersion_350)
		ListBoxFlags ^= kListBox_OldFmtXorMask;

	if (gui_version >= kGuiVersion_272b) {
		if (gui_version < kGuiVersion_350) {
			TextAlignment = ConvertLegacyGUIAlignment((LegacyGUIAlignment)in->ReadInt32());
			in->ReadInt32(); // reserved1
		} else {
			TextAlignment = (HorAlignment)in->ReadInt32();
		}
	} else {
		TextAlignment = kHAlignLeft;
	}

	if (gui_version >= kGuiVersion_unkn_107) {
		SelectedBgColor = in->ReadInt32();
	} else {
		SelectedBgColor = TextColor;
		if (SelectedBgColor == 0)
			SelectedBgColor = 16;
	}

	// NOTE: we leave items in game data format as a potential support for defining
	// ListBox contents at design-time, although Editor does not support it as of 3.5.0.
	Items.resize(ItemCount);
	SavedGameIndex.resize(ItemCount, -1);
	for (int i = 0; i < ItemCount; ++i) {
		Items[i].Read(in);
	}

	if (gui_version >= kGuiVersion_272d && gui_version < kGuiVersion_350 &&
	        (ListBoxFlags & kListBox_SvgIndex)) { // NOTE: reading into actual variables only for old savegame support
		for (int i = 0; i < ItemCount; ++i)
			SavedGameIndex[i] = in->ReadInt16();
	}

	if (TextColor == 0)
		TextColor = 16;

	UpdateMetrics();
}

void GUIListBox::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
	GUIObject::ReadFromSavegame(in, svg_ver);
	// Properties
	ListBoxFlags = in->ReadInt32();
	Font = in->ReadInt32();
	if (svg_ver < kGuiSvgVersion_350) {
		// reverse particular flags from older format
		ListBoxFlags ^= kListBox_OldFmtXorMask;
	} else {
		SelectedBgColor = in->ReadInt32();
		SelectedTextColor = in->ReadInt32();
		TextAlignment = (HorAlignment)in->ReadInt32();
		TextColor = in->ReadInt32();
	}

	// Items
	ItemCount = in->ReadInt32();
	Items.resize(ItemCount);
	SavedGameIndex.resize(ItemCount);
	for (int i = 0; i < ItemCount; ++i)
		Items[i] = StrUtil::ReadString(in);
	// TODO: investigate this, it might be unreasonable to save and read
	// savegame index like that because list of savegames may easily change
	// in between writing and restoring the game. Perhaps clearing and forcing
	// this list to update on load somehow may make more sense.
	if (ListBoxFlags & kListBox_SvgIndex)
		for (int i = 0; i < ItemCount; ++i)
			SavedGameIndex[i] = in->ReadInt16();
	TopItem = in->ReadInt32();
	SelectedItem = in->ReadInt32();

	UpdateMetrics();
}

void GUIListBox::WriteToSavegame(Stream *out) const {
	GUIObject::WriteToSavegame(out);
	// Properties
	out->WriteInt32(ListBoxFlags);
	out->WriteInt32(Font);
	out->WriteInt32(SelectedBgColor);
	out->WriteInt32(SelectedTextColor);
	out->WriteInt32(TextAlignment);
	out->WriteInt32(TextColor);

	// Items
	out->WriteInt32(ItemCount);
	for (int i = 0; i < ItemCount; ++i)
		StrUtil::WriteString(Items[i], out);
	if (ListBoxFlags & kListBox_SvgIndex)
		for (int i = 0; i < ItemCount; ++i)
			out->WriteInt16(SavedGameIndex[i]);
	out->WriteInt32(TopItem);
	out->WriteInt32(SelectedItem);
}

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