Index: ps/trunk/binaries/data/mods/mod/gui/gui.rng
===================================================================
--- ps/trunk/binaries/data/mods/mod/gui/gui.rng (revision 28134)
+++ ps/trunk/binaries/data/mods/mod/gui/gui.rng (revision 28135)
@@ -1,923 +1,928 @@
true
false
left
center
right
top
center
bottom
repeat
mirrored_repeat
clamp_to_edge
-?\d*\.?\d+%?([\+\-]\d*\.?\d+%?)*
0
255
0
255
0
255
0
255
[A-Za-z]+
asc
desc
0
1
1
+
+
+
+
+
Index: ps/trunk/source/gui/ObjectTypes/CList.cpp
===================================================================
--- ps/trunk/source/gui/ObjectTypes/CList.cpp (revision 28134)
+++ ps/trunk/source/gui/ObjectTypes/CList.cpp (revision 28135)
@@ -1,487 +1,489 @@
-/* Copyright (C) 2021 Wildfire Games.
+/* Copyright (C) 2024 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/CGUI.h"
#include "gui/CGUIScrollBarVertical.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "gui/SettingTypes/CGUIList.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/timer.h"
const CStr CList::EventNameSelectionChange = "SelectionChange";
const CStr CList::EventNameHoverChange = "HoverChange";
const CStr CList::EventNameMouseLeftClickItem = "MouseLeftClickItem";
const CStr CList::EventNameMouseLeftDoubleClickItem = "MouseLeftDoubleClickItem";
CList::CList(CGUI& pGUI)
: IGUIObject(pGUI),
IGUITextOwner(*static_cast(this)),
IGUIScrollBarOwner(*static_cast(this)),
m_Modified(false),
m_PrevSelectedItem(-1),
m_LastItemClickTime(0),
m_BufferZone(this, "buffer_zone"),
m_Font(this, "font"),
m_ScrollBar(this, "scrollbar", false),
m_ScrollBarStyle(this, "scrollbar_style"),
m_ScrollBottom(this, "scroll_bottom", false),
m_SoundDisabled(this, "sound_disabled"),
m_SoundSelected(this, "sound_selected"),
m_Sprite(this, "sprite"),
m_SpriteOverlay(this, "sprite_overlay"),
// Add sprite_disabled! TODO
m_SpriteSelectArea(this, "sprite_selectarea"),
m_SpriteSelectAreaOverlay(this, "sprite_selectarea_overlay"),
m_TextColor(this, "textcolor"),
m_TextColorSelected(this, "textcolor_selected"),
m_Selected(this, "selected", -1), // Index selected. -1 is none.
m_AutoScroll(this, "auto_scroll", false),
m_Hovered(this, "hovered", -1),
// Each list item has both a name (in 'list') and an associated data string (in 'list_data')
m_List(this, "list"),
m_ListData(this, "list_data")
{
// Add scroll-bar
auto bar = std::make_unique(pGUI);
bar->SetRightAligned(true);
AddScrollBar(std::move(bar));
}
CList::~CList()
{
}
void CList::SetupText()
{
SetupText(false);
}
void CList::SetupText(bool append)
{
m_Modified = true;
if (!append)
// Delete all generated texts.
// TODO: try to be cleverer if we want to update items before the end.
m_GeneratedTexts.clear();
float width = GetListRect().GetWidth();
bool bottom = false;
if (m_ScrollBar && GetScrollBar(0).GetStyle())
{
if (m_ScrollBottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
// remove scrollbar if applicable
width -= GetScrollBar(0).GetStyle()->m_Width;
}
// Generate texts
float buffered_y = 0.f;
if (append && !m_ItemsYPositions.empty())
buffered_y = m_ItemsYPositions.back();
m_ItemsYPositions.resize(m_List->m_Items.size() + 1);
for (size_t i = append ? m_List->m_Items.size() - 1 : 0; i < m_List->m_Items.size(); ++i)
{
CGUIText* text;
if (!m_List->m_Items[i].GetOriginalString().empty())
text = &AddText(m_List->m_Items[i], m_Font, width, m_BufferZone);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
text = &AddText(align_string, m_Font, width, m_BufferZone);
}
m_ItemsYPositions[i] = buffered_y;
buffered_y += text->GetSize().Height;
}
m_ItemsYPositions[m_List->m_Items.size()] = buffered_y;
// Setup scrollbar
if (m_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);
if (bottom)
GetScrollBar(0).SetPos(GetScrollBar(0).GetMaxPos());
}
}
void CList::ResetStates()
{
IGUIObject::ResetStates();
IGUIScrollBarOwner::ResetStates();
}
void CList::UpdateCachedSize()
{
IGUIObject::UpdateCachedSize();
IGUITextOwner::UpdateCachedSize();
}
void CList::HandleMessage(SGUIMessage& Message)
{
IGUIObject::HandleMessage(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
if (m_AutoScroll)
UpdateAutoScroll();
ScriptEvent(EventNameSelectionChange);
}
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
GetScrollBar(0).SetScrollBarStyle(m_ScrollBarStyle);
SetupText();
}
break;
case GUIM_MOUSE_PRESS_LEFT:
{
if (!m_Enabled)
{
PlaySound(m_SoundDisabled);
break;
}
int hovered = GetHoveredItem();
if (hovered == -1)
break;
m_Selected.Set(hovered, true);
UpdateAutoScroll();
PlaySound(m_SoundSelected);
if (timer_Time() - m_LastItemClickTime < SELECT_DBLCLICK_RATE && hovered == m_PrevSelectedItem)
this->SendMouseEvent(GUIM_MOUSE_DBLCLICK_LEFT_ITEM, EventNameMouseLeftDoubleClickItem);
else
this->SendMouseEvent(GUIM_MOUSE_PRESS_LEFT_ITEM, EventNameMouseLeftClickItem);
m_LastItemClickTime = timer_Time();
m_PrevSelectedItem = hovered;
break;
}
case GUIM_MOUSE_LEAVE:
{
if (m_Hovered == -1)
break;
m_Hovered.Set(-1, true);
ScriptEvent(EventNameHoverChange);
break;
}
case GUIM_MOUSE_OVER:
{
int hovered = GetHoveredItem();
if (hovered == m_Hovered)
break;
m_Hovered.Set(hovered, true);
ScriptEvent(EventNameHoverChange);
break;
}
case GUIM_LOAD:
{
GetScrollBar(0).SetScrollBarStyle(m_ScrollBarStyle);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
InReaction CList::ManuallyHandleKeys(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(CCanvas2D& canvas)
{
DrawList(canvas, m_Selected, m_Sprite, m_SpriteOverlay, m_SpriteSelectArea, m_SpriteSelectAreaOverlay, m_TextColor);
}
void CList::DrawList(CCanvas2D& canvas, const int& selected, const CGUISpriteInstance& sprite, const CGUISpriteInstance& spriteOverlay,
const CGUISpriteInstance& spriteSelectArea, const CGUISpriteInstance& spriteSelectAreaOverlay, const CGUIColor& textColor)
{
CRect rect = GetListRect();
m_pGUI.DrawSprite(sprite, canvas, rect);
float scroll = 0.f;
if (m_ScrollBar)
scroll = GetScrollBar(0).GetPos();
bool drawSelected = false;
CRect rectSel;
if (selected >= 0 && selected+1 < (int)m_ItemsYPositions.size())
{
// Get rectangle of selection:
rectSel = CRect(
rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rectSel.top <= rect.bottom &&
rectSel.bottom >= rect.top)
{
if (rectSel.bottom > rect.bottom)
rectSel.bottom = rect.bottom;
if (rectSel.top < rect.top)
rectSel.top = rect.top;
if (m_ScrollBar)
{
// Remove any overlapping area of the scrollbar.
if (rectSel.right > GetScrollBar(0).GetOuterRect().left &&
rectSel.right <= GetScrollBar(0).GetOuterRect().right)
rectSel.right = GetScrollBar(0).GetOuterRect().left;
if (rectSel.left >= GetScrollBar(0).GetOuterRect().left &&
rectSel.left < GetScrollBar(0).GetOuterRect().right)
rectSel.left = GetScrollBar(0).GetOuterRect().right;
}
m_pGUI.DrawSprite(spriteSelectArea, canvas, rectSel);
drawSelected = true;
}
}
for (size_t i = 0; i < m_List->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 (m_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(canvas, i, textColor, rect.TopLeft() - CVector2D(0.f, scroll - m_ItemsYPositions[i]), cliparea);
+ const CGUIColor& finalTextColor = (drawSelected && static_cast(selected) == i && *m_TextColorSelected) ? m_TextColorSelected : textColor;
+
+ DrawText(canvas, i, finalTextColor, rect.TopLeft() - CVector2D(0.f, scroll - m_ItemsYPositions[i]), cliparea);
}
// Draw scrollbars on top of the content
if (m_ScrollBar)
IGUIScrollBarOwner::Draw(canvas);
// Draw the overlays last
m_pGUI.DrawSprite(spriteOverlay, canvas, rect);
if (drawSelected)
m_pGUI.DrawSprite(spriteSelectAreaOverlay, canvas, rectSel);
}
void CList::AddItem(const CGUIString& str, const CGUIString& data)
{
// Do not send a settings-changed message
m_List.GetMutable().m_Items.push_back(str);
m_ListData.GetMutable().m_Items.push_back(data);
SetupText(true);
}
void CList::AddItem(const CGUIString& strAndData)
{
AddItem(strAndData, strAndData);
}
bool CList::HandleAdditionalChildren(const XMBData& xmb, const XMBElement& child)
{
int elmt_item = xmb.GetElementID("item");
if (child.GetNodeName() == elmt_item)
{
CGUIString vlist;
vlist.SetValue(child.GetText().FromUTF8());
AddItem(vlist, vlist);
return true;
}
return false;
}
void CList::SelectNextElement()
{
if (m_Selected != static_cast(m_List->m_Items.size()) - 1)
{
m_Selected.Set(m_Selected + 1, true);
PlaySound(m_SoundSelected);
}
}
void CList::SelectPrevElement()
{
if (m_Selected > 0)
{
m_Selected.Set(m_Selected - 1, true);
PlaySound(m_SoundSelected);
}
}
void CList::SelectFirstElement()
{
if (m_Selected >= 0)
m_Selected.Set(0, true);
}
void CList::SelectLastElement()
{
const int index = static_cast(m_List->m_Items.size()) - 1;
if (m_Selected != index)
m_Selected.Set(index, true);
}
void CList::UpdateAutoScroll()
{
// No scrollbar, no scrolling (at least it's not made to work properly).
if (!m_ScrollBar || m_Selected < 0 || static_cast(m_Selected) >= m_ItemsYPositions.size())
return;
float scroll = GetScrollBar(0).GetPos();
// Check upper boundary
if (m_ItemsYPositions[m_Selected] < scroll)
{
GetScrollBar(0).SetPos(m_ItemsYPositions[m_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[m_Selected+1]-rect.GetHeight() > scroll)
GetScrollBar(0).SetPos(m_ItemsYPositions[m_Selected+1]-rect.GetHeight());
}
int CList::GetHoveredItem()
{
const float scroll = m_ScrollBar ? GetScrollBar(0).GetPos() : 0.f;
const CRect& rect = GetListRect();
CVector2D mouse = m_pGUI.GetMousePos();
mouse.Y += scroll;
// Mouse is over scrollbar
if (m_ScrollBar && GetScrollBar(0).IsVisible() &&
mouse.X >= GetScrollBar(0).GetOuterRect().left &&
mouse.X <= GetScrollBar(0).GetOuterRect().right)
return -1;
for (size_t i = 0; i < m_List->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/ObjectTypes/COList.cpp
===================================================================
--- ps/trunk/source/gui/ObjectTypes/COList.cpp (revision 28134)
+++ ps/trunk/source/gui/ObjectTypes/COList.cpp (revision 28135)
@@ -1,452 +1,459 @@
/* Copyright (C) 2024 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/CGUI.h"
#include "gui/IGUIScrollBar.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "gui/SettingTypes/CGUIList.h"
#include "i18n/L10n.h"
#include "ps/CLogger.h"
const float SORT_SPRITE_DIM = 16.0f;
const CVector2D COLUMN_SHIFT = CVector2D(0, 4);
const CStr COList::EventNameSelectionColumnChange = "SelectionColumnChange";
COList::COList(CGUI& pGUI)
: CList(pGUI),
m_SpriteHeading(this, "sprite_heading"),
m_Sortable(this, "sortable"), // The actual sorting is done in JS for more versatility
m_SelectedColumn(this, "selected_column"),
m_SelectedColumnOrder(this, "selected_column_order"),
m_SpriteAsc(this, "sprite_asc"), // Show the order of sorting
m_SpriteDesc(this, "sprite_desc"),
m_SpriteNotSorted(this, "sprite_not_sorted")
{
}
void COList::SetupText()
{
m_ItemsYPositions.resize(m_List->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();
m_TotalAvailableColumnWidth = GetListRect().GetWidth();
// remove scrollbar if applicable
if (m_ScrollBar && GetScrollBar(0).GetStyle())
m_TotalAvailableColumnWidth -= GetScrollBar(0).GetStyle()->m_Width;
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, m_Font, width, m_BufferZone);
m_HeadingHeight = std::max(m_HeadingHeight, text.GetSize().Height + COLUMN_SHIFT.Y);
}
// Generate texts
float buffered_y = 0.f;
for (size_t i = 0; i < m_List->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;
CGUIText* text;
if (!column.m_List->m_Items[i].GetOriginalString().empty())
text = &AddText(column.m_List->m_Items[i], m_Font, width, m_BufferZone);
else
{
// Minimum height of a space character of the current font size
CGUIString align_string;
align_string.SetValue(L" ");
text = &AddText(align_string, m_Font, width, m_BufferZone);
}
shift = std::max(shift, text->GetSize().Height);
}
buffered_y += shift;
}
m_ItemsYPositions[m_List->m_Items.size()] = buffered_y;
if (m_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)
{
case GUIM_SETTINGS_UPDATED:
{
if (Message.value.find("heading_") == 0)
SetupText();
break;
}
// If somebody clicks on the column heading
case GUIM_MOUSE_PRESS_LEFT:
{
if (!m_Sortable)
return;
const CVector2D& mouse = m_pGUI.GetMousePos();
if (!m_CachedActualSize.PointInside(mouse))
return;
float xpos = 0;
for (const COListColumn& column : m_Columns)
{
if (column.m_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;
CVector2D leftTopCorner = m_CachedActualSize.TopLeft() + CVector2D(xpos, 0);
if (mouse.X >= leftTopCorner.X &&
mouse.X < leftTopCorner.X + width &&
mouse.Y < leftTopCorner.Y + m_HeadingHeight)
{
if (column.m_Id != static_cast(m_SelectedColumn))
{
m_SelectedColumnOrder.Set(column.m_SortOrder, true);
CStr selected_column = column.m_Id;
m_SelectedColumn.Set(selected_column, true);
}
else
m_SelectedColumnOrder.Set(-m_SelectedColumnOrder, true);
ScriptEvent(EventNameSelectionColumnChange);
PlaySound(m_SoundSelected);
return;
}
xpos += width;
}
return;
}
default:
return;
}
}
bool COList::HandleAdditionalChildren(const XMBData& xmb, const XMBElement& child)
{
#define ELMT(x) int elmt_##x = xmb.GetElementID(#x)
#define ATTR(x) int attr_##x = xmb.GetAttributeID(#x)
ELMT(item);
ELMT(column);
ELMT(translatableAttribute);
ATTR(id);
ATTR(context);
if (child.GetNodeName() == elmt_item)
{
CGUIString vlist;
vlist.SetValue(child.GetText().FromUTF8());
AddItem(vlist, vlist);
return true;
}
else if (child.GetNodeName() == elmt_column)
{
CStr id;
XERO_ITER_ATTR(child, attr)
{
if (attr.Name == attr_id)
id = attr.Value;
}
COListColumn column(this, id);
for (XMBAttribute attr : child.GetAttributes())
{
std::string_view attr_name(xmb.GetAttributeStringView(attr.Name));
CStr attr_value(attr.Value);
if (attr_name == "textcolor")
{
if (!CGUI::ParseString(&m_pGUI, attr_value.FromUTF8(), column.m_TextColor))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.data(), attr_value.c_str());
}
+ else if (attr_name == "textcolor_selected")
+ {
+ if (!CGUI::ParseString(&m_pGUI, attr_value.FromUTF8(), column.m_TextColorSelected))
+ LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.data(), attr_value.c_str());
+ }
else if (attr_name == "hidden")
{
bool hidden = false;
if (!CGUI::ParseString(&m_pGUI, attr_value.FromUTF8(), hidden))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.data(), attr_value.c_str());
else
column.m_Hidden.Set(hidden, false);
}
else if (attr_name == "width")
{
float width;
if (!CGUI::ParseString(&m_pGUI, attr_value.FromUTF8(), width))
LOGERROR("GUI: Error parsing '%s' (\"%s\")", attr_name.data(), 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.Set(attr_value.FromUTF8(), false);
}
else if (attr_name == "sort_order")
{
column.m_SortOrder.Set(attr_value == "desc" ? -1 : 1, false);
}
}
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.Set(translatedValue.FromUTF8(), false);
}
else
{
CStr translatedValue(g_L10n.Translate(value));
column.m_Heading.Set(translatedValue.FromUTF8(), false);
}
}
m_Columns.emplace_back(std::move(column));
return true;
}
return false;
}
void COList::AdditionalChildrenHandled()
{
SetupText();
}
void COList::DrawList(CCanvas2D& canvas, const int& selected, const CGUISpriteInstance& sprite, const CGUISpriteInstance& spriteOverlay,
const CGUISpriteInstance& spriteSelectArea, const CGUISpriteInstance& spriteSelectAreaOverlay, const CGUIColor& textColor)
{
CRect rect = GetListRect();
m_pGUI.DrawSprite(sprite, canvas, rect);
float scroll = 0.f;
if (m_ScrollBar)
scroll = GetScrollBar(0).GetPos();
bool drawSelected = false;
CRect rectSel;
// Draw item selection
if (selected != -1)
{
ENSURE(selected >= 0 && selected+1 < (int)m_ItemsYPositions.size());
// Get rectangle of selection:
rectSel = CRect(
rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
if (rectSel.top <= rect.bottom &&
rectSel.bottom >= rect.top)
{
if (rectSel.bottom > rect.bottom)
rectSel.bottom = rect.bottom;
if (rectSel.top < rect.top)
rectSel.top = rect.top;
if (m_ScrollBar)
{
// Remove any overlapping area of the scrollbar.
if (rectSel.right > GetScrollBar(0).GetOuterRect().left &&
rectSel.right <= GetScrollBar(0).GetOuterRect().right)
rectSel.right = GetScrollBar(0).GetOuterRect().left;
if (rectSel.left >= GetScrollBar(0).GetOuterRect().left &&
rectSel.left < GetScrollBar(0).GetOuterRect().right)
rectSel.left = GetScrollBar(0).GetOuterRect().right;
}
// Draw item selection
m_pGUI.DrawSprite(spriteSelectArea, canvas, rectSel);
drawSelected = true;
}
}
// Draw line above column header
CRect rect_head(m_CachedActualSize.left, m_CachedActualSize.top, m_CachedActualSize.right,
m_CachedActualSize.top + m_HeadingHeight);
m_pGUI.DrawSprite(m_SpriteHeading, canvas, rect_head);
// Draw column headers
float xpos = 0;
size_t col = 0;
for (const COListColumn& column : m_Columns)
{
if (column.m_Hidden)
{
++col;
continue;
}
// Check if it's a decimal value, and if so, assume relative positioning.
float width = column.m_Width;
if (column.m_Width < 1 && column.m_Width > 0)
width *= m_TotalAvailableColumnWidth;
CVector2D leftTopCorner = m_CachedActualSize.TopLeft() + CVector2D(xpos, 0);
// Draw sort arrows in colum header
if (m_Sortable)
{
const CGUISpriteInstance* pSprite;
if (*m_SelectedColumn == column.m_Id)
{
if (m_SelectedColumnOrder == 0)
LOGERROR("selected_column_order must not be 0");
if (m_SelectedColumnOrder != -1)
pSprite = &*m_SpriteAsc;
else
pSprite = &*m_SpriteDesc;
}
else
pSprite = &*m_SpriteNotSorted;
m_pGUI.DrawSprite(*pSprite, canvas, CRect(leftTopCorner + CVector2D(width - SORT_SPRITE_DIM, 0), leftTopCorner + CVector2D(width, SORT_SPRITE_DIM)));
}
// Draw column header text
DrawText(canvas, col, textColor, leftTopCorner + COLUMN_SHIFT, rect_head);
xpos += width;
++col;
}
// Draw list items for each column
const size_t objectsCount = m_Columns.size();
for (size_t i = 0; i < m_List->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 (m_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 colIdx = 0; colIdx < m_Columns.size(); ++colIdx)
{
const COListColumn& column = m_Columns[colIdx];
if (column.m_Hidden)
continue;
// Determine text position and width
const CVector2D textPos = rect.TopLeft() + CVector2D(xpos, -scroll + m_ItemsYPositions[i]);
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;
// 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);
+ const CGUIColor& finalTextColor = (drawSelected && static_cast(selected) == i && column.m_TextColorSelected) ? column.m_TextColorSelected : column.m_TextColor;
+
// Draw list item
- DrawText(canvas, objectsCount * (i +/*Heading*/1) + colIdx, column.m_TextColor, textPos, cliparea2);
+ DrawText(canvas, objectsCount * (i +/*Heading*/1) + colIdx, finalTextColor, textPos, cliparea2);
xpos += width;
}
}
// Draw scrollbars on top of the content
if (m_ScrollBar)
IGUIScrollBarOwner::Draw(canvas);
// Draw the overlays last
m_pGUI.DrawSprite(spriteOverlay, canvas, rect);
if (drawSelected)
m_pGUI.DrawSprite(spriteSelectAreaOverlay, canvas, rectSel);
}
Index: ps/trunk/source/gui/ObjectTypes/COList.h
===================================================================
--- ps/trunk/source/gui/ObjectTypes/COList.h (revision 28134)
+++ ps/trunk/source/gui/ObjectTypes/COList.h (revision 28135)
@@ -1,101 +1,102 @@
-/* Copyright (C) 2023 Wildfire Games.
+/* Copyright (C) 2024 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 .
*/
#ifndef INCLUDED_COLIST
#define INCLUDED_COLIST
#include "gui/ObjectTypes/CList.h"
#include "gui/SettingTypes/CGUIColor.h"
#include
/**
* Represents a column.
*/
class COListColumn
{
public:
COListColumn(IGUIObject* owner, const CStr& cid)
: m_Id(cid), m_Width(0), m_Heading(owner, "heading_" + cid), m_List(owner, "list_" + cid),
m_Hidden(owner, "hidden_" + cid, false), m_SortOrder(owner, " sort_order_" + cid, 1)
{}
// Avoid copying the strings.
NONCOPYABLE(COListColumn);
COListColumn(COListColumn&&) = default;
COListColumn& operator=(COListColumn&&) = delete;
CGUIColor m_TextColor;
+ CGUIColor m_TextColorSelected;
CStr m_Id;
float m_Width;
CGUISimpleSetting m_Heading; // CGUIString??
CGUISimpleSetting m_List;
CGUISimpleSetting m_Hidden;
CGUISimpleSetting m_SortOrder;
};
/**
* Multi-column list. One row can be selected by the user.
* Individual cells are clipped if the contained text is too long.
*
* The list can be sorted dynamically by JS code when a
* heading is clicked.
* A scroll-bar will appear when needed.
*/
class COList : public CList
{
GUI_OBJECT(COList)
public:
COList(CGUI& pGUI);
protected:
void SetupText();
void HandleMessage(SGUIMessage& Message);
/**
* Handle the \- tag.
*/
virtual bool HandleAdditionalChildren(const XMBData& xmb, const XMBElement& child);
virtual void AdditionalChildrenHandled();
virtual void DrawList(
CCanvas2D& canvas, const int& selected, const CGUISpriteInstance& sprite, const CGUISpriteInstance& spriteOverlay,
const CGUISpriteInstance& spriteSelectarea, const CGUISpriteInstance& spriteSelectAreaOverlay, const CGUIColor& textColor);
virtual CRect GetListRect() const;
/**
* Available columns.
*/
std::vector m_Columns;
CGUISimpleSetting m_SpriteHeading;
CGUISimpleSetting m_Sortable;
CGUISimpleSetting m_SelectedColumn;
CGUISimpleSetting m_SelectedColumnOrder;
CGUISimpleSetting m_SpriteAsc;
CGUISimpleSetting m_SpriteDesc;
CGUISimpleSetting m_SpriteNotSorted;
private:
static const CStr EventNameSelectionColumnChange;
// Width of space available for columns
float m_TotalAvailableColumnWidth;
float m_HeadingHeight;
};
#endif // INCLUDED_COLIST