Index: ps/trunk/source/gui/CChart.cpp
===================================================================
--- ps/trunk/source/gui/CChart.cpp (revision 22760)
+++ ps/trunk/source/gui/CChart.cpp (revision 22761)
@@ -1,319 +1,317 @@
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CChart.h"
#include "gui/CGUIColor.h"
#include "gui/CGUIString.h"
#include "gui/GUIMatrix.h"
#include "graphics/ShaderManager.h"
#include "i18n/L10n.h"
#include "lib/ogl.h"
#include "ps/CLogger.h"
#include "renderer/Renderer.h"
#include "third_party/cppformat/format.h"
#include
CChart::CChart(CGUI& pGUI)
: IGUIObject(pGUI), IGUITextOwner(pGUI)
{
AddSetting("axis_color");
AddSetting("axis_width");
AddSetting("buffer_zone");
AddSetting("font");
AddSetting("format_x");
AddSetting("format_y");
AddSetting("series_color");
AddSetting("series");
AddSetting("text_align");
GUI::GetSetting(this, "axis_width", m_AxisWidth);
GUI::GetSetting(this, "format_x", m_FormatX);
GUI::GetSetting(this, "format_y", m_FormatY);
}
CChart::~CChart()
{
}
void CChart::HandleMessage(SGUIMessage& Message)
{
// TODO: implement zoom
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
{
GUI::GetSetting(this, "axis_width", m_AxisWidth);
GUI::GetSetting(this, "format_x", m_FormatX);
GUI::GetSetting(this, "format_y", m_FormatY);
UpdateSeries();
break;
}
}
}
void CChart::DrawLine(const CShaderProgramPtr& shader, const CGUIColor& color, const std::vector& vertices) const
{
shader->Uniform(str_color, color);
shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
shader->AssertPointersBound();
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.1f);
if (!g_Renderer.m_SkipSubmit)
glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
glLineWidth(1.0f);
glDisable(GL_LINE_SMOOTH);
}
void CChart::DrawTriangleStrip(const CShaderProgramPtr& shader, const CGUIColor& color, const std::vector& vertices) const
{
shader->Uniform(str_color, color);
shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
shader->AssertPointersBound();
if (!g_Renderer.m_SkipSubmit)
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size() / 3);
}
void CChart::DrawAxes(const CShaderProgramPtr& shader) const
{
const float bz = GetBufferedZ();
CRect rect = GetChartRect();
std::vector vertices;
vertices.reserve(30);
#define ADD(x, y) vertices.push_back(x); vertices.push_back(y); vertices.push_back(bz + 0.5f);
ADD(m_CachedActualSize.right, m_CachedActualSize.bottom);
ADD(rect.right + m_AxisWidth, rect.bottom);
ADD(m_CachedActualSize.left, m_CachedActualSize.bottom);
ADD(rect.left, rect.bottom);
ADD(m_CachedActualSize.left, m_CachedActualSize.top);
ADD(rect.left, rect.top - m_AxisWidth);
#undef ADD
DrawTriangleStrip(shader, GUI::GetSetting(this, "axis_color"), vertices);
}
void CChart::Draw()
{
PROFILE3("render chart");
if (m_Series.empty())
return;
const float bz = GetBufferedZ();
CRect rect = GetChartRect();
const float width = rect.GetWidth();
const float height = rect.GetHeight();
// Disable depth updates to prevent apparent z-fighting-related issues
// with some drivers causing units to get drawn behind the texture.
glDepthMask(0);
// Setup the render state
CMatrix3D transform = GetDefaultGuiMatrix();
CShaderDefines lineDefines;
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->Uniform(str_transform, transform);
CVector2D scale(width / (m_RightTop.X - m_LeftBottom.X), height / (m_RightTop.Y - m_LeftBottom.Y));
for (const CChartData& data : m_Series)
{
if (data.m_Points.empty())
continue;
std::vector vertices;
for (const CVector2D& point : data.m_Points)
{
if (fabs(point.X) != std::numeric_limits::infinity() && fabs(point.Y) != std::numeric_limits::infinity())
{
vertices.push_back(rect.left + (point.X - m_LeftBottom.X) * scale.X);
vertices.push_back(rect.bottom - (point.Y - m_LeftBottom.Y) * scale.Y);
vertices.push_back(bz + 0.5f);
}
else
{
DrawLine(shader, data.m_Color, vertices);
vertices.clear();
}
}
if (!vertices.empty())
DrawLine(shader, data.m_Color, vertices);
}
if (m_AxisWidth > 0)
DrawAxes(shader);
tech->EndPass();
// Reset depth mask
glDepthMask(1);
for (size_t i = 0; i < m_TextPositions.size(); ++i)
DrawText(i, CGUIColor(1.f, 1.f, 1.f, 1.f), m_TextPositions[i], bz + 0.5f);
}
CRect CChart::GetChartRect() const
{
return CRect(
m_CachedActualSize.TopLeft() + CPos(m_AxisWidth, m_AxisWidth),
m_CachedActualSize.BottomRight() - CPos(m_AxisWidth, m_AxisWidth)
);
}
void CChart::UpdateSeries()
{
const CGUISeries& pSeries = GUI::GetSetting(this, "series");
const CGUIList& pSeriesColor = GUI::GetSetting(this, "series_color");
m_Series.clear();
m_Series.resize(pSeries.m_Series.size());
for (size_t i = 0; i < pSeries.m_Series.size(); ++i)
{
CChartData& data = m_Series[i];
if (i < pSeriesColor.m_Items.size() && !data.m_Color.ParseString(m_pGUI, pSeriesColor.m_Items[i].GetOriginalString().ToUTF8(), 0))
LOGWARNING("GUI: Error parsing 'series_color' (\"%s\")", utf8_from_wstring(pSeriesColor.m_Items[i].GetOriginalString()));
data.m_Points = pSeries.m_Series[i];
}
UpdateBounds();
SetupText();
}
void CChart::SetupText()
{
m_GeneratedTexts.clear();
m_TextPositions.clear();
if (m_Series.empty())
return;
- CStrW font;
- if (GUI::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
- font = L"default";
+ const CStrW& font = GUI::GetSetting(this, "font");
float buffer_zone = 0.f;
GUI::GetSetting(this, "buffer_zone", buffer_zone);
// Add Y-axis
GUI::GetSetting(this, "format_y", m_FormatY);
const float height = GetChartRect().GetHeight();
// TODO: split values depend on the format;
if (m_EqualY)
{
// We don't need to generate many items for equal values
AddFormattedValue(m_FormatY, m_RightTop.Y, font, buffer_zone);
m_TextPositions.emplace_back(GetChartRect().TopLeft());
}
else
for (int i = 0; i < 3; ++i)
{
AddFormattedValue(m_FormatY, m_RightTop.Y - (m_RightTop.Y - m_LeftBottom.Y) / 3.f * i, font, buffer_zone);
m_TextPositions.emplace_back(GetChartRect().TopLeft() + CPos(0.f, height / 3.f * i));
}
// Add X-axis
GUI::GetSetting(this, "format_x", m_FormatX);
const float width = GetChartRect().GetWidth();
if (m_EqualX)
{
CSize text_size = AddFormattedValue(m_FormatX, m_RightTop.X, font, buffer_zone);
m_TextPositions.emplace_back(GetChartRect().BottomRight() - text_size);
}
else
for (int i = 0; i < 3; ++i)
{
CSize text_size = AddFormattedValue(m_FormatX, m_RightTop.X - (m_RightTop.X - m_LeftBottom.X) / 3 * i, font, buffer_zone);
m_TextPositions.emplace_back(GetChartRect().BottomRight() - text_size - CPos(width / 3 * i, 0.f));
}
}
CSize CChart::AddFormattedValue(const CStrW& format, const float value, const CStrW& font, const float buffer_zone)
{
// TODO: we need to catch cases with equal formatted values.
CGUIString gui_str;
if (format == L"DECIMAL2")
{
wchar_t buffer[64];
swprintf(buffer, 64, L"%.2f", value);
gui_str.SetValue(buffer);
}
else if (format == L"INTEGER")
{
wchar_t buffer[64];
swprintf(buffer, 64, L"%d", std::lround(value));
gui_str.SetValue(buffer);
}
else if (format == L"DURATION_SHORT")
{
const int seconds = value;
wchar_t buffer[64];
swprintf(buffer, 64, L"%d:%02d", seconds / 60, seconds % 60);
gui_str.SetValue(buffer);
}
else if (format == L"PERCENTAGE")
{
wchar_t buffer[64];
swprintf(buffer, 64, L"%d%%", std::lround(value));
gui_str.SetValue(buffer);
}
else
{
LOGERROR("Unsupported chart format: " + format.EscapeToPrintableASCII());
return CSize();
}
return AddText(gui_str, font, 0, buffer_zone, this).GetSize();
}
void CChart::UpdateBounds()
{
if (m_Series.empty() || m_Series[0].m_Points.empty())
{
m_LeftBottom = m_RightTop = CVector2D(0.f, 0.f);
return;
}
m_LeftBottom = m_RightTop = m_Series[0].m_Points[0];
for (const CChartData& data : m_Series)
for (const CVector2D& point : data.m_Points)
{
if (fabs(point.X) != std::numeric_limits::infinity() && point.X < m_LeftBottom.X)
m_LeftBottom.X = point.X;
if (fabs(point.Y) != std::numeric_limits::infinity() && point.Y < m_LeftBottom.Y)
m_LeftBottom.Y = point.Y;
if (fabs(point.X) != std::numeric_limits::infinity() && point.X > m_RightTop.X)
m_RightTop.X = point.X;
if (fabs(point.Y) != std::numeric_limits::infinity() && point.Y > m_RightTop.Y)
m_RightTop.Y = point.Y;
}
m_EqualY = m_RightTop.Y == m_LeftBottom.Y;
if (m_EqualY)
m_RightTop.Y += 1;
m_EqualX = m_RightTop.X == m_LeftBottom.X;
if (m_EqualX)
m_RightTop.X += 1;
}
Index: ps/trunk/source/gui/CCheckBox.cpp
===================================================================
--- ps/trunk/source/gui/CCheckBox.cpp (revision 22760)
+++ ps/trunk/source/gui/CCheckBox.cpp (revision 22761)
@@ -1,131 +1,126 @@
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CCheckBox.h"
#include "gui/CGUIColor.h"
#include "graphics/FontMetrics.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
/**
* TODO: Since there is no call to DrawText, the checkbox won't render any text.
* Thus the font, caption, textcolor and other settings have no effect.
*/
CCheckBox::CCheckBox(CGUI& pGUI)
: IGUIObject(pGUI), IGUITextOwner(pGUI), IGUIButtonBehavior(pGUI)
{
AddSetting("buffer_zone");
AddSetting("caption");
AddSetting("cell_id");
AddSetting("checked");
AddSetting("font");
AddSetting("sound_disabled");
AddSetting("sound_enter");
AddSetting("sound_leave");
AddSetting("sound_pressed");
AddSetting("sound_released");
AddSetting("sprite");
AddSetting("sprite_over");
AddSetting("sprite_pressed");
AddSetting("sprite_disabled");
AddSetting("sprite2");
AddSetting("sprite2_over");
AddSetting("sprite2_pressed");
AddSetting("sprite2_disabled");
AddSetting("square_side");
AddSetting("textcolor");
AddSetting("textcolor_over");
AddSetting("textcolor_pressed");
AddSetting("textcolor_disabled");
AddSetting("tooltip");
AddSetting("tooltip_style");
AddText();
}
CCheckBox::~CCheckBox()
{
}
void CCheckBox::SetupText()
{
ENSURE(m_GeneratedTexts.size() == 1);
- CStrW font;
- if (GUI::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
- // Use the default if none is specified
- // TODO Gee: (2004-08-14) Default should not be hard-coded, but be in styles!
- font = L"default";
-
float square_side;
GUI::GetSetting(this, "square_side", square_side);
const CGUIString& caption = GUI::GetSetting(this, "caption");
+ const CStrW& font = GUI::GetSetting(this, "font");
float buffer_zone = 0.f;
GUI::GetSetting(this, "buffer_zone", buffer_zone);
m_GeneratedTexts[0] = CGUIText(m_pGUI, caption, font, m_CachedActualSize.GetWidth() - square_side, 0.f, this);
}
void CCheckBox::HandleMessage(SGUIMessage& Message)
{
// Important
IGUIButtonBehavior::HandleMessage(Message);
IGUITextOwner::HandleMessage(Message);
switch (Message.type)
{
case GUIM_PRESSED:
{
bool checked;
// Switch to opposite.
GUI::GetSetting(this, "checked", checked);
checked = !checked;
GUI::SetSetting(this, "checked", checked);
break;
}
default:
break;
}
}
void CCheckBox::Draw()
{
if (GUI::GetSetting(this, "checked"))
DrawButton(
m_CachedActualSize,
GetBufferedZ(),
GUI::GetSetting(this, "sprite2"),
GUI::GetSetting(this, "sprite2_over"),
GUI::GetSetting(this, "sprite2_pressed"),
GUI::GetSetting(this, "sprite2_disabled"),
GUI::GetSetting(this, "cell_id"));
else
DrawButton(
m_CachedActualSize,
GetBufferedZ(),
GUI::GetSetting(this, "sprite"),
GUI::GetSetting(this, "sprite_over"),
GUI::GetSetting(this, "sprite_pressed"),
GUI::GetSetting(this, "sprite_disabled"),
GUI::GetSetting(this, "cell_id"));
}
Index: ps/trunk/source/gui/CList.cpp
===================================================================
--- ps/trunk/source/gui/CList.cpp (revision 22760)
+++ ps/trunk/source/gui/CList.cpp (revision 22761)
@@ -1,511 +1,507 @@
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CList.h"
#include "gui/CGUIColor.h"
#include "gui/CGUIScrollBarVertical.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
CList::CList(CGUI& pGUI)
: IGUIObject(pGUI), IGUITextOwner(pGUI), IGUIScrollBarOwner(pGUI),
m_Modified(false), m_PrevSelectedItem(-1), m_LastItemClickTime(0)
{
// Add sprite_disabled! TODO
AddSetting("buffer_zone");
AddSetting("font");
AddSetting("scrollbar");
AddSetting("scrollbar_style");
AddSetting("sound_disabled");
AddSetting("sound_selected");
AddSetting("sprite");
AddSetting("sprite_selectarea");
AddSetting( "cell_id");
AddSetting("text_align");
AddSetting("textcolor");
AddSetting("textcolor_selected");
AddSetting( "selected"); // Index selected. -1 is none.
AddSetting("auto_scroll");
AddSetting( "hovered");
AddSetting("tooltip");
AddSetting("tooltip_style");
// Each list item has both a name (in 'list') and an associated data string (in 'list_data')
AddSetting("list");
AddSetting("list_data");
GUI::SetSetting(this, "scrollbar", false);
GUI::SetSetting(this, "selected", -1);
GUI::SetSetting(this, "hovered", -1);
GUI::SetSetting(this, "auto_scroll", false);
// Add scroll-bar
CGUIScrollBarVertical* bar = new CGUIScrollBarVertical(pGUI);
bar->SetRightAligned(true);
AddScrollBar(bar);
}
CList::~CList()
{
}
void CList::SetupText()
{
m_Modified = true;
const CGUIList& pList = GUI::GetSetting(this, "list");
//ENSURE(m_GeneratedTexts.size()>=1);
m_ItemsYPositions.resize(pList.m_Items.size() + 1);
// Delete all generated texts. Some could probably be saved,
// but this is easier, and this function will never be called
// continuously, or even often, so it'll probably be okay.
m_GeneratedTexts.clear();
- CStrW font;
- if (GUI::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
- // Use the default if none is specified
- // TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
- font = L"default";
+ const CStrW& font = GUI::GetSetting(this, "font");
bool scrollbar;
GUI::GetSetting(this, "scrollbar", scrollbar);
float width = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
float buffer_zone = 0.f;
GUI::GetSetting(this, "buffer_zone", buffer_zone);
// Generate texts
float buffered_y = 0.f;
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
CGUIText* text;
if (!pList.m_Items[i].GetOriginalString().empty())
text = &AddText(pList.m_Items[i], font, width, buffer_zone, this);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
text = &AddText(align_string, font, width, buffer_zone, this);
}
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->GetSize().cy;
}
m_ItemsYPositions[pList.m_Items.size()] = buffered_y;
// Setup scrollbar
if (scrollbar)
{
GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
GetScrollBar(0).SetScrollSpace(GetListRect().GetHeight());
CRect rect = GetListRect();
GetScrollBar(0).SetX(rect.right);
GetScrollBar(0).SetY(rect.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(rect.bottom - rect.top);
}
}
void CList::HandleMessage(SGUIMessage& Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
m_Modified = false;
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "list")
SetupText();
// If selected is changed, call "SelectionChange"
if (Message.value == "selected")
{
// TODO: Check range
bool auto_scroll;
GUI::GetSetting(this, "auto_scroll", auto_scroll);
if (auto_scroll)
UpdateAutoScroll();
// TODO only works if lower-case, shouldn't it be made case sensitive instead?
ScriptEvent("selectionchange");
}
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
CStr scrollbar_style;
GUI::GetSetting(this, Message.value, scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
SetupText();
}
break;
case GUIM_MOUSE_PRESS_LEFT:
{
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
if (!enabled)
{
PlaySound("sound_disabled");
break;
}
int hovered = GetHoveredItem();
if (hovered == -1)
break;
GUI::SetSetting(this, "selected", hovered);
UpdateAutoScroll();
PlaySound("sound_selected");
if (timer_Time() - m_LastItemClickTime < SELECT_DBLCLICK_RATE && hovered == m_PrevSelectedItem)
this->SendEvent(GUIM_MOUSE_DBLCLICK_LEFT_ITEM, "mouseleftdoubleclickitem");
else
this->SendEvent(GUIM_MOUSE_PRESS_LEFT_ITEM, "mouseleftclickitem");
m_LastItemClickTime = timer_Time();
m_PrevSelectedItem = hovered;
break;
}
case GUIM_MOUSE_LEAVE:
{
int hoveredSetting = -1;
GUI::GetSetting(this, "hovered", hoveredSetting);
if (hoveredSetting == -1)
break;
GUI::SetSetting(this, "hovered", -1);
ScriptEvent("hoverchange");
break;
}
case GUIM_MOUSE_OVER:
{
int hoveredSetting = -1;
GUI::GetSetting(this, "hovered", hoveredSetting);
int hovered = GetHoveredItem();
if (hovered == hoveredSetting)
break;
GUI::SetSetting(this, "hovered", hovered);
ScriptEvent("hoverchange");
break;
}
case GUIM_LOAD:
{
CStr scrollbar_style;
GUI::GetSetting(this, "scrollbar_style", scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev)
{
InReaction result = IN_PASS;
if (ev->ev.type == SDL_KEYDOWN)
{
int szChar = ev->ev.key.keysym.sym;
switch (szChar)
{
case SDLK_HOME:
SelectFirstElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_END:
SelectLastElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_UP:
SelectPrevElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_DOWN:
SelectNextElement();
UpdateAutoScroll();
result = IN_HANDLED;
break;
case SDLK_PAGEUP:
GetScrollBar(0).ScrollMinusPlenty();
result = IN_HANDLED;
break;
case SDLK_PAGEDOWN:
GetScrollBar(0).ScrollPlusPlenty();
result = IN_HANDLED;
break;
default: // Do nothing
result = IN_PASS;
}
}
return result;
}
void CList::Draw()
{
int selected;
GUI::GetSetting(this, "selected", selected);
DrawList(selected, "sprite", "sprite_selectarea", "textcolor");
}
void CList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
bool scrollbar;
GUI::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
IGUIScrollBarOwner::Draw();
{
CRect rect = GetListRect();
CGUISpriteInstance& sprite = GUI::GetSetting(this, _sprite);
CGUISpriteInstance& sprite_selectarea = GUI::GetSetting(this, _sprite_selected);
const int cell_id = GUI::GetSetting(this, "cell_id");
m_pGUI.DrawSprite(sprite, cell_id, bz, rect);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
if (selected >= 0 && selected+1 < (int)m_ItemsYPositions.size())
{
// Get rectangle of selection:
CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rect_sel.top <= rect.bottom &&
rect_sel.bottom >= rect.top)
{
if (rect_sel.bottom > rect.bottom)
rect_sel.bottom = rect.bottom;
if (rect_sel.top < rect.top)
rect_sel.top = rect.top;
if (scrollbar)
{
// Remove any overlapping area of the scrollbar.
if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
rect_sel.right = GetScrollBar(0).GetOuterRect().left;
if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
rect_sel.left < GetScrollBar(0).GetOuterRect().right)
rect_sel.left = GetScrollBar(0).GetOuterRect().right;
}
m_pGUI.DrawSprite(sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
const CGUIList& pList = GUI::GetSetting(this, "list");
const CGUIColor& color = GUI::GetSetting(this, _textcolor);
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
if (m_ItemsYPositions[i+1] - scroll < 0 ||
m_ItemsYPositions[i] - scroll > rect.GetHeight())
continue;
// Clipping area (we'll have to substract the scrollbar)
CRect cliparea = GetListRect();
if (scrollbar)
{
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz + 0.1f, cliparea);
}
}
}
void CList::AddItem(const CStrW& str, const CStrW& data)
{
CGUIString gui_string;
gui_string.SetValue(str);
// Do not send a settings-changed message
CGUIList& pList = GUI::GetSetting(this, "list");
pList.m_Items.push_back(gui_string);
CGUIString data_string;
data_string.SetValue(data);
CGUIList& pListData = GUI::GetSetting(this, "list_data");
pListData.m_Items.push_back(data_string);
// TODO Temp
SetupText();
}
bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
{
int elmt_item = pFile->GetElementID("item");
if (child.GetNodeName() == elmt_item)
{
AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
return true;
}
return false;
}
void CList::SelectNextElement()
{
int selected = GUI::GetSetting(this, "selected");
const CGUIList& pList = GUI::GetSetting(this, "list");
if (selected != static_cast(pList.m_Items.size()) - 1)
{
++selected;
GUI::SetSetting(this, "selected", selected);
PlaySound("sound_selected");
}
}
void CList::SelectPrevElement()
{
int selected = GUI::GetSetting(this, "selected");
if (selected > 0)
{
--selected;
GUI::SetSetting(this, "selected", selected);
PlaySound("sound_selected");
}
}
void CList::SelectFirstElement()
{
if (GUI::GetSetting(this, "selected") >= 0)
GUI::SetSetting(this, "selected", 0);
}
void CList::SelectLastElement()
{
const CGUIList& pList = GUI::GetSetting(this, "list");
const int index = static_cast(pList.m_Items.size()) - 1;
if (GUI::GetSetting(this, "selected") != index)
GUI::SetSetting(this, "selected", index);
}
void CList::UpdateAutoScroll()
{
const int selected = GUI::GetSetting(this, "selected");
const bool scrollbar = GUI::GetSetting(this, "scrollbar");
// No scrollbar, no scrolling (at least it's not made to work properly).
if (!scrollbar || selected < 0 || static_cast(selected) >= m_ItemsYPositions.size())
return;
float scroll = GetScrollBar(0).GetPos();
// Check upper boundary
if (m_ItemsYPositions[selected] < scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[selected]);
return; // this means, if it wants to align both up and down at the same time
// this will have precedence.
}
// Check lower boundary
CRect rect = GetListRect();
if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll)
GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight());
}
int CList::GetHoveredItem()
{
const bool scrollbar = GUI::GetSetting(this, "scrollbar");
const float scroll = scrollbar ? GetScrollBar(0).GetPos() : 0.f;
const CRect& rect = GetListRect();
CPos mouse = m_pGUI.GetMousePos();
mouse.y += scroll;
// Mouse is over scrollbar
if (scrollbar && GetScrollBar(0).IsVisible() &&
mouse.x >= GetScrollBar(0).GetOuterRect().left &&
mouse.x <= GetScrollBar(0).GetOuterRect().right)
return -1;
const CGUIList& pList = GUI::GetSetting(this, "list");
for (size_t i = 0; i < pList.m_Items.size(); ++i)
if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
mouse.y < rect.top + m_ItemsYPositions[i + 1])
return i;
return -1;
}
Index: ps/trunk/source/gui/COList.cpp
===================================================================
--- ps/trunk/source/gui/COList.cpp (revision 22760)
+++ ps/trunk/source/gui/COList.cpp (revision 22761)
@@ -1,466 +1,462 @@
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "COList.h"
#include "gui/CGUIColor.h"
#include "i18n/L10n.h"
#include "ps/CLogger.h"
const float SORT_SPRITE_DIM = 16.0f;
const CPos COLUMN_SHIFT = CPos(0, 4);
COList::COList(CGUI& pGUI)
: CList(pGUI), IGUIObject(pGUI)
{
AddSetting("sprite_heading");
AddSetting("sortable"); // The actual sorting is done in JS for more versatility
AddSetting("selected_column");
AddSetting("selected_column_order");
AddSetting("sprite_asc"); // Show the order of sorting
AddSetting("sprite_desc");
AddSetting("sprite_not_sorted");
}
void COList::SetupText()
{
const CGUIList& pList = GUI::GetSetting(this, "list");
m_ItemsYPositions.resize(pList.m_Items.size() + 1);
// Delete all generated texts. Some could probably be saved,
// but this is easier, and this function will never be called
// continuously, or even often, so it'll probably be okay.
m_GeneratedTexts.clear();
- CStrW font;
- if (GUI::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
- // Use the default if none is specified
- // TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
- font = L"default";
+ const CStrW& font = GUI::GetSetting(this, "font");
bool scrollbar;
GUI::GetSetting(this, "scrollbar", scrollbar);
m_TotalAvailableColumnWidth = GetListRect().GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
m_TotalAvailableColumnWidth -= GetScrollBar(0).GetStyle()->m_Width;
float buffer_zone = 0.f;
GUI::GetSetting(this, "buffer_zone", buffer_zone);
m_HeadingHeight = SORT_SPRITE_DIM; // At least the size of the sorting sprite
for (const COListColumn& column : m_Columns)
{
float width = column.m_Width;
if (column.m_Width > 0 && column.m_Width < 1)
width *= m_TotalAvailableColumnWidth;
CGUIString gui_string;
gui_string.SetValue(column.m_Heading);
const CGUIText& text = AddText(gui_string, font, width, buffer_zone, this);
m_HeadingHeight = std::max(m_HeadingHeight, text.GetSize().cy + COLUMN_SHIFT.y);
}
// Generate texts
float buffered_y = 0.f;
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
m_ItemsYPositions[i] = buffered_y;
float shift = 0.0f;
for (const COListColumn& column : m_Columns)
{
float width = column.m_Width;
if (column.m_Width > 0 && column.m_Width < 1)
width *= m_TotalAvailableColumnWidth;
CGUIList& pList_c = GUI::GetSetting(this, "list_" + column.m_Id);
CGUIText* text;
if (!pList_c.m_Items[i].GetOriginalString().empty())
text = &AddText(pList_c.m_Items[i], font, width, buffer_zone, this);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
text = &AddText(align_string, font, width, buffer_zone, this);
}
shift = std::max(shift, text->GetSize().cy);
}
buffered_y += shift;
}
m_ItemsYPositions[pList.m_Items.size()] = buffered_y;
if (scrollbar)
{
CRect rect = GetListRect();
GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
GetScrollBar(0).SetScrollSpace(rect.GetHeight());
GetScrollBar(0).SetX(rect.right);
GetScrollBar(0).SetY(rect.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(rect.bottom - rect.top);
}
}
CRect COList::GetListRect() const
{
return m_CachedActualSize + CRect(0, m_HeadingHeight, 0, 0);
}
void COList::HandleMessage(SGUIMessage& Message)
{
CList::HandleMessage(Message);
switch (Message.type)
{
// If somebody clicks on the column heading
case GUIM_MOUSE_PRESS_LEFT:
{
bool sortable;
GUI::GetSetting(this, "sortable", sortable);
if (!sortable)
return;
const CPos& mouse = m_pGUI.GetMousePos();
if (!m_CachedActualSize.PointInside(mouse))
return;
CStr selectedColumn;
GUI::GetSetting(this, "selected_column", selectedColumn);
int selectedColumnOrder;
GUI::GetSetting(this, "selected_column_order", selectedColumnOrder);
float xpos = 0;
for (const COListColumn& column : m_Columns)
{
bool hidden = false;
GUI::GetSetting(this, "hidden_" + column.m_Id, hidden);
if (hidden)
continue;
float width = column.m_Width;
// Check if it's a decimal value, and if so, assume relative positioning.
if (column.m_Width < 1 && column.m_Width > 0)
width *= m_TotalAvailableColumnWidth;
CPos leftTopCorner = m_CachedActualSize.TopLeft() + CPos(xpos, 0);
if (mouse.x >= leftTopCorner.x &&
mouse.x < leftTopCorner.x + width &&
mouse.y < leftTopCorner.y + m_HeadingHeight)
{
if (column.m_Id != selectedColumn)
{
selectedColumnOrder = 1;
selectedColumn = column.m_Id;
}
else
selectedColumnOrder = -selectedColumnOrder;
GUI::SetSetting(this, "selected_column", column.m_Id);
GUI::SetSetting(this, "selected_column_order", selectedColumnOrder);
ScriptEvent("selectioncolumnchange");
PlaySound("sound_selected");
return;
}
xpos += width;
}
return;
}
default:
return;
}
}
bool COList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
{
#define ELMT(x) int elmt_##x = pFile->GetElementID(#x)
#define ATTR(x) int attr_##x = pFile->GetAttributeID(#x)
ELMT(item);
ELMT(column);
ELMT(translatableAttribute);
ATTR(id);
ATTR(context);
if (child.GetNodeName() == elmt_item)
{
AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
return true;
}
else if (child.GetNodeName() == elmt_column)
{
COListColumn column;
bool hidden = false;
for (XMBAttribute attr : child.GetAttributes())
{
CStr attr_name(pFile->GetAttributeString(attr.Name));
CStr attr_value(attr.Value);
if (attr_name == "color")
{
if (!GUI::ParseString(&m_pGUI, attr_value.FromUTF8(), column.m_TextColor))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
}
else if (attr_name == "id")
{
column.m_Id = attr_value;
}
else if (attr_name == "hidden")
{
if (!GUI::ParseString(&m_pGUI, attr_value.FromUTF8(), hidden))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
}
else if (attr_name == "width")
{
float width;
if (!GUI::ParseString(&m_pGUI, attr_value.FromUTF8(), width))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else
{
// Check if it's a relative value, and save as decimal if so.
if (attr_value.find("%") != std::string::npos)
width = width / 100.f;
column.m_Width = width;
}
}
else if (attr_name == "heading")
{
column.m_Heading = attr_value.FromUTF8();
}
}
for (XMBElement grandchild : child.GetChildNodes())
{
if (grandchild.GetNodeName() != elmt_translatableAttribute)
continue;
CStr attributeName(grandchild.GetAttributes().GetNamedItem(attr_id));
// only the heading is translatable for list column
if (attributeName.empty() || attributeName != "heading")
{
LOGERROR("GUI: translatable attribute in olist column that isn't a heading. (object: %s)", this->GetPresentableName().c_str());
continue;
}
CStr value(grandchild.GetText());
if (value.empty())
continue;
CStr context(grandchild.GetAttributes().GetNamedItem(attr_context)); // Read the context if any.
if (!context.empty())
{
CStr translatedValue(g_L10n.TranslateWithContext(context, value));
column.m_Heading = translatedValue.FromUTF8();
}
else
{
CStr translatedValue(g_L10n.Translate(value));
column.m_Heading = translatedValue.FromUTF8();
}
}
AddSetting("list_" + column.m_Id);
AddSetting("hidden_" + column.m_Id);
GUI::SetSetting(this, "hidden_" + column.m_Id, hidden);
m_Columns.emplace_back(std::move(column));
SetupText();
return true;
}
return false;
}
void COList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
float bz = GetBufferedZ();
bool scrollbar;
GUI::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
IGUIScrollBarOwner::Draw();
CRect rect = GetListRect();
CGUISpriteInstance& sprite = GUI::GetSetting(this, _sprite);
CGUISpriteInstance& sprite_selectarea = GUI::GetSetting(this, _sprite_selected);
int cell_id;
GUI::GetSetting(this, "cell_id", cell_id);
m_pGUI.DrawSprite(sprite, cell_id, bz, rect);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
// Draw item selection
if (selected != -1)
{
ENSURE(selected >= 0 && selected+1 < (int)m_ItemsYPositions.size());
// Get rectangle of selection:
CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rect_sel.top <= rect.bottom &&
rect_sel.bottom >= rect.top)
{
if (rect_sel.bottom > rect.bottom)
rect_sel.bottom = rect.bottom;
if (rect_sel.top < rect.top)
rect_sel.top = rect.top;
if (scrollbar)
{
// Remove any overlapping area of the scrollbar.
if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
rect_sel.right = GetScrollBar(0).GetOuterRect().left;
if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
rect_sel.left < GetScrollBar(0).GetOuterRect().right)
rect_sel.left = GetScrollBar(0).GetOuterRect().right;
}
// Draw item selection
m_pGUI.DrawSprite(sprite_selectarea, cell_id, bz+0.05f, rect_sel);
}
}
// Draw line above column header
CGUISpriteInstance& sprite_heading = GUI::GetSetting(this, "sprite_heading");
CRect rect_head(m_CachedActualSize.left, m_CachedActualSize.top, m_CachedActualSize.right,
m_CachedActualSize.top + m_HeadingHeight);
m_pGUI.DrawSprite(sprite_heading, cell_id, bz, rect_head);
// Draw column headers
bool sortable;
GUI::GetSetting(this, "sortable", sortable);
CStr selectedColumn;
GUI::GetSetting(this, "selected_column", selectedColumn);
int selectedColumnOrder;
GUI::GetSetting(this, "selected_column_order", selectedColumnOrder);
const CGUIColor& color = GUI::GetSetting(this, _textcolor);
float xpos = 0;
for (size_t col = 0; col < m_Columns.size(); ++col)
{
bool hidden = false;
GUI::GetSetting(this, "hidden_" + m_Columns[col].m_Id, hidden);
if (hidden)
continue;
// Check if it's a decimal value, and if so, assume relative positioning.
float width = m_Columns[col].m_Width;
if (m_Columns[col].m_Width < 1 && m_Columns[col].m_Width > 0)
width *= m_TotalAvailableColumnWidth;
CPos leftTopCorner = m_CachedActualSize.TopLeft() + CPos(xpos, 0);
// Draw sort arrows in colum header
if (sortable)
{
CStr spriteName;
if (selectedColumn == m_Columns[col].m_Id)
{
if (selectedColumnOrder == 0)
LOGERROR("selected_column_order must not be 0");
if (selectedColumnOrder != -1)
spriteName = "sprite_asc";
else
spriteName = "sprite_desc";
}
else
spriteName = "sprite_not_sorted";
CGUISpriteInstance& sprite = GUI::GetSetting(this, spriteName);
m_pGUI.DrawSprite(sprite, cell_id, bz + 0.1f, CRect(leftTopCorner + CPos(width - SORT_SPRITE_DIM, 0), leftTopCorner + CPos(width, SORT_SPRITE_DIM)));
}
// Draw column header text
DrawText(col, color, leftTopCorner + COLUMN_SHIFT, bz + 0.1f, rect_head);
xpos += width;
}
// Draw list items for each column
const CGUIList& pList = GUI::GetSetting(this, "list");
const size_t objectsCount = m_Columns.size();
for (size_t i = 0; i < pList.m_Items.size(); ++i)
{
if (m_ItemsYPositions[i+1] - scroll < 0 ||
m_ItemsYPositions[i] - scroll > rect.GetHeight())
continue;
const float rowHeight = m_ItemsYPositions[i+1] - m_ItemsYPositions[i];
// Clipping area (we'll have to substract the scrollbar)
CRect cliparea = GetListRect();
if (scrollbar)
{
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
// Draw all items for that column
xpos = 0;
for (size_t col = 0; col < objectsCount; ++col)
{
bool hidden = false;
GUI::GetSetting(this, "hidden_" + m_Columns[col].m_Id, hidden);
if (hidden)
continue;
// Determine text position and width
const CPos textPos = rect.TopLeft() + CPos(xpos, -scroll + m_ItemsYPositions[i]);
float width = m_Columns[col].m_Width;
// Check if it's a decimal value, and if so, assume relative positioning.
if (m_Columns[col].m_Width < 1 && m_Columns[col].m_Width > 0)
width *= m_TotalAvailableColumnWidth;
// Clip text to the column (to prevent drawing text into the neighboring column)
CRect cliparea2 = cliparea;
cliparea2.right = std::min(cliparea2.right, textPos.x + width);
cliparea2.bottom = std::min(cliparea2.bottom, textPos.y + rowHeight);
// Draw list item
DrawText(objectsCount * (i +/*Heading*/1) + col, m_Columns[col].m_TextColor, textPos, bz + 0.1f, cliparea2);
xpos += width;
}
}
}
Index: ps/trunk/source/gui/CText.cpp
===================================================================
--- ps/trunk/source/gui/CText.cpp (revision 22760)
+++ ps/trunk/source/gui/CText.cpp (revision 22761)
@@ -1,261 +1,256 @@
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CText.h"
#include "gui/CGUIScrollBarVertical.h"
#include "gui/GUI.h"
#include "lib/ogl.h"
CText::CText(CGUI& pGUI)
: IGUIObject(pGUI), IGUIScrollBarOwner(pGUI), IGUITextOwner(pGUI)
{
AddSetting("buffer_zone");
AddSetting("caption");
AddSetting("cell_id");
AddSetting("clip");
AddSetting("font");
AddSetting("scrollbar");
AddSetting("scrollbar_style");
AddSetting("scroll_bottom");
AddSetting("scroll_top");
AddSetting("sprite");
AddSetting("text_align");
AddSetting("text_valign");
AddSetting("textcolor");
AddSetting("textcolor_disabled");
AddSetting("tooltip");
AddSetting("tooltip_style");
// Private settings
AddSetting("_icon_tooltip");
AddSetting("_icon_tooltip_style");
//GUI::SetSetting(this, "ghost", true);
GUI::SetSetting(this, "scrollbar", false);
GUI::SetSetting(this, "clip", true);
// Add scroll-bar
CGUIScrollBarVertical* bar = new CGUIScrollBarVertical(pGUI);
bar->SetRightAligned(true);
AddScrollBar(bar);
// Add text
AddText();
}
CText::~CText()
{
}
void CText::SetupText()
{
if (m_GeneratedTexts.empty())
return;
- CStrW font;
- if (GUI::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
- // Use the default if none is specified
- // TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
- font = L"default";
-
bool scrollbar;
GUI::GetSetting(this, "scrollbar", scrollbar);
float width = m_CachedActualSize.GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
const CGUIString& caption = GUI::GetSetting(this, "caption");
+ const CStrW& font = GUI::GetSetting(this, "font");
const float buffer_zone = GUI::GetSetting(this, "buffer_zone");
m_GeneratedTexts[0] = CGUIText(m_pGUI, caption, font, width, buffer_zone, this);
if (!scrollbar)
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
// Setup scrollbar
if (scrollbar)
{
bool scroll_top = false, scroll_bottom = false;
GUI::GetSetting(this, "scroll_bottom", scroll_bottom);
GUI::GetSetting(this, "scroll_top", scroll_top);
// If we are currently scrolled to the bottom of the text,
// then add more lines of text, update the scrollbar so we
// stick to the bottom.
// (Use 1.5px delta so this triggers the first time caption is set)
bool bottom = false;
if (scroll_bottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0].GetSize().cy);
GetScrollBar(0).SetScrollSpace(m_CachedActualSize.GetHeight());
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
if (bottom)
GetScrollBar(0).SetPos(GetScrollBar(0).GetMaxPos());
if (scroll_top)
GetScrollBar(0).SetPos(0.0f);
}
}
void CText::HandleMessage(SGUIMessage& Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
CStr scrollbar_style;
GUI::GetSetting(this, Message.value, scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
SetupText();
}
break;
case GUIM_MOUSE_WHEEL_DOWN:
{
GetScrollBar(0).ScrollPlus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
GetScrollBar(0).ScrollMinus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_LOAD:
{
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
CStr scrollbar_style;
GUI::GetSetting(this, "scrollbar_style", scrollbar_style);
GetScrollBar(0).SetScrollBarStyle(scrollbar_style);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
void CText::Draw()
{
float bz = GetBufferedZ();
// First call draw on ScrollBarOwner
bool scrollbar;
GUI::GetSetting(this, "scrollbar", scrollbar);
if (scrollbar)
// Draw scrollbar
IGUIScrollBarOwner::Draw();
CGUISpriteInstance& sprite = GUI::GetSetting(this, "sprite");
int cell_id;
bool clip;
GUI::GetSetting(this, "cell_id", cell_id);
GUI::GetSetting(this, "clip", clip);
m_pGUI.DrawSprite(sprite, cell_id, bz, m_CachedActualSize);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
// Clipping area (we'll have to subtract the scrollbar)
CRect cliparea;
if (clip)
{
cliparea = m_CachedActualSize;
if (scrollbar)
{
// subtract scrollbar from cliparea
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
}
bool enabled;
GUI::GetSetting(this, "enabled", enabled);
const CGUIColor& color = GUI::GetSetting(this, enabled ? "textcolor" : "textcolor_disabled");
if (scrollbar)
DrawText(0, color, m_CachedActualSize.TopLeft() - CPos(0.f, scroll), bz + 0.1f, cliparea);
else
DrawText(0, color, m_TextPos, bz + 0.1f, cliparea);
}
bool CText::MouseOverIcon()
{
for (const CGUIText& guitext : m_GeneratedTexts)
for (const CGUIText::SSpriteCall& spritecall : guitext.GetSpriteCalls())
{
// Check mouse over sprite
if (!spritecall.m_Area.PointInside(m_pGUI.GetMousePos() - m_CachedActualSize.TopLeft()))
continue;
// If tooltip exists, set the property
if (!spritecall.m_Tooltip.empty())
{
SetSetting("_icon_tooltip_style", spritecall.m_TooltipStyle);
SetSetting("_icon_tooltip", spritecall.m_Tooltip);
}
return true;
}
return false;
}
Index: ps/trunk/source/gui/CTooltip.cpp
===================================================================
--- ps/trunk/source/gui/CTooltip.cpp (revision 22760)
+++ ps/trunk/source/gui/CTooltip.cpp (revision 22761)
@@ -1,165 +1,162 @@
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CTooltip.h"
#include "CGUI.h"
#include
CTooltip::CTooltip(CGUI& pGUI)
: IGUIObject(pGUI), IGUITextOwner(pGUI)
{
// If the tooltip is an object by itself:
AddSetting("buffer_zone");
AddSetting("caption");
AddSetting("font");
AddSetting("sprite");
AddSetting("delay");
AddSetting("textcolor");
AddSetting("maxwidth");
AddSetting("offset");
AddSetting("anchor");
AddSetting("text_align");
// This is used for tooltips that are hidden/revealed manually by scripts, rather than through the standard tooltip display mechanism
AddSetting("independent");
// If the tooltip is just a reference to another object:
AddSetting("use_object");
AddSetting("hide_object");
// Private settings:
// This is set by GUITooltip
AddSetting("_mousepos");
// Defaults
GUI::SetSetting(this, "delay", 500);
GUI::SetSetting(this, "anchor", EVAlign_Bottom);
GUI::SetSetting(this, "text_align", EAlign_Left);
// Set up a blank piece of text, to be replaced with a more
// interesting message later
AddText();
}
CTooltip::~CTooltip()
{
}
void CTooltip::SetupText()
{
ENSURE(m_GeneratedTexts.size() == 1);
- CStrW font;
- if (GUI::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
- font = L"default";
-
float buffer_zone = 0.f;
GUI::GetSetting(this, "buffer_zone", buffer_zone);
const CGUIString& caption = GUI::GetSetting(this, "caption");
+ const CStrW& font = GUI::GetSetting(this, "font");
float max_width = 0.f;
GUI::GetSetting(this, "maxwidth", max_width);
m_GeneratedTexts[0] = CGUIText(m_pGUI, caption, font, max_width, buffer_zone, this);
// Position the tooltip relative to the mouse:
CPos mousepos, offset;
EVAlign anchor;
bool independent;
GUI::GetSetting(this, "independent", independent);
if (independent)
mousepos = m_pGUI.GetMousePos();
else
GUI::GetSetting(this, "_mousepos", mousepos);
GUI::GetSetting(this, "offset", offset);
GUI::GetSetting(this, "anchor", anchor);
float textwidth = m_GeneratedTexts[0].GetSize().cx;
float textheight = m_GeneratedTexts[0].GetSize().cy;
CClientArea size;
size.pixel.left = mousepos.x + offset.x;
size.pixel.right = size.pixel.left + textwidth;
switch (anchor)
{
case EVAlign_Top:
size.pixel.top = mousepos.y + offset.y;
size.pixel.bottom = size.pixel.top + textheight;
break;
case EVAlign_Bottom:
size.pixel.bottom = mousepos.y + offset.y;
size.pixel.top = size.pixel.bottom - textheight;
break;
case EVAlign_Center:
size.pixel.top = mousepos.y + offset.y - textheight/2.f;
size.pixel.bottom = size.pixel.top + textwidth;
break;
default:
debug_warn(L"Invalid EVAlign!");
}
// Reposition the tooltip if it's falling off the screen:
extern int g_xres, g_yres;
extern float g_GuiScale;
float screenw = g_xres / g_GuiScale;
float screenh = g_yres / g_GuiScale;
if (size.pixel.top < 0.f)
size.pixel.bottom -= size.pixel.top, size.pixel.top = 0.f;
else if (size.pixel.bottom > screenh)
size.pixel.top -= (size.pixel.bottom-screenh), size.pixel.bottom = screenh;
if (size.pixel.left < 0.f)
size.pixel.right -= size.pixel.left, size.pixel.left = 0.f;
else if (size.pixel.right > screenw)
size.pixel.left -= (size.pixel.right-screenw), size.pixel.right = screenw;
GUI::SetSetting(this, "size", size);
}
void CTooltip::HandleMessage(SGUIMessage& Message)
{
IGUITextOwner::HandleMessage(Message);
}
void CTooltip::Draw()
{
float z = 900.f; // TODO: Find a nicer way of putting the tooltip on top of everything else
CGUISpriteInstance& sprite = GUI::GetSetting(this, "sprite");
// Normally IGUITextOwner will handle this updating but since SetupText can modify the position
// we need to call it now *before* we do the rest of the drawing
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
m_pGUI.DrawSprite(sprite, 0, z, m_CachedActualSize);
const CGUIColor& color = GUI::GetSetting(this, "textcolor");
DrawText(0, color, m_CachedActualSize.TopLeft(), z+0.1f);
}