Index: ps/trunk/source/gui/CGUI.cpp =================================================================== --- ps/trunk/source/gui/CGUI.cpp (revision 3585) +++ ps/trunk/source/gui/CGUI.cpp (revision 3586) @@ -1,1888 +1,1895 @@ /* CGUI by Gustav Larsson gee@pyro.nu */ #include "precompiled.h" #include #include #include "lib/res/graphics/unifont.h" #include "GUI.h" // Types - when including them into the engine. #include "CButton.h" #include "CImage.h" #include "CText.h" #include "CCheckBox.h" #include "CRadioButton.h" #include "CInput.h" #include "CList.h" #include "CDropDown.h" #include "CProgressBar.h" #include "CTooltip.h" #include "MiniMap.h" #include "ps/XML/Xeromyces.h" #include "ps/Font.h" #include "Pyrogenesis.h" #include "input.h" #include "OverlayText.h" // TODO Gee: Whatever include CRect/CPos/CSize #include "Overlay.h" #include "scripting/ScriptingHost.h" #include "Hotkey.h" #include "ps/Globals.h" #include "lib/timer.h" // namespaces used using namespace std; const double SELECT_DBLCLICK_RATE = 0.5; #include "ps/CLogger.h" #define LOG_CATEGORY "gui" // Class for global JavaScript object JSClass GUIClass = { "GUIClass", 0, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_EnumerateStub, JS_ResolveStub, JS_ConvertStub, JS_FinalizeStub, }; //------------------------------------------------------------------- // called from main loop when (input) events are received. // event is passed to other handlers if false is returned. // trampoline: we don't want to make the implementation (in CGUI) static //------------------------------------------------------------------- InReaction gui_handler(const SDL_Event* ev) { return g_GUI.HandleEvent(ev); } InReaction CGUI::HandleEvent(const SDL_Event* ev) { InReaction ret = IN_PASS; if (ev->type == SDL_GUIHOTKEYPRESS) { const CStr& objectName = *(CStr*) ev->user.data1; IGUIObject* object = FindObjectByName(objectName); if (! object) { LOG(ERROR, LOG_CATEGORY, "Cannot find hotkeyed object '%s'", objectName.c_str()); } else { object->HandleMessage( SGUIMessage( GUIM_PRESSED ) ); object->ScriptEvent("press"); } } else if (ev->type == SDL_MOUSEMOTION) { // Yes the mouse position is stored as float to avoid // constant conversions when operating in a // float-based environment. m_MousePos = CPos((float)ev->motion.x, (float)ev->motion.y); GUI::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject, &IGUIObject::HandleMessage, SGUIMessage(GUIM_MOUSE_MOTION)); } // Update m_MouseButtons. (BUTTONUP is handled later.) else if (ev->type == SDL_MOUSEBUTTONDOWN) { switch (ev->button.button) { case SDL_BUTTON_LEFT: case SDL_BUTTON_RIGHT: case SDL_BUTTON_MIDDLE: m_MouseButtons |= BIT(ev->button.button); break; default: break; } } // JW: (pre|post)process omitted; what're they for? why would we need any special button_released handling? // Only one object can be hovered IGUIObject *pNearest = NULL; // TODO Gee: (2004-09-08) Big TODO, don't do the below if the SDL_Event is something like a keypress! try { // TODO Gee: Optimizations needed! // these two recursive function are quite overhead heavy. // pNearest will after this point at the hovered object, possibly NULL GUI::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject, &IGUIObject::ChooseMouseOverAndClosest, pNearest); // Is placed in the UpdateMouseOver function //if (ev->type == SDL_MOUSEMOTION && pNearest) // pNearest->ScriptEvent("mousemove"); // Now we'll call UpdateMouseOver on *all* objects, // we'll input the one hovered, and they will each // update their own data and send messages accordingly GUI::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject, &IGUIObject::UpdateMouseOver, pNearest); if (ev->type == SDL_MOUSEBUTTONDOWN) { switch (ev->button.button) { case SDL_BUTTON_LEFT: if (pNearest) { if (pNearest != m_FocusedObject) { // Update focused object if (m_FocusedObject) m_FocusedObject->HandleMessage(SGUIMessage(GUIM_LOST_FOCUS)); m_FocusedObject = pNearest; m_FocusedObject->HandleMessage(SGUIMessage(GUIM_GOT_FOCUS)); } pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_PRESS_LEFT)); pNearest->ScriptEvent("mouseleftpress"); // Block event, so things on the map (behind the GUI) won't be pressed ret = IN_HANDLED; } else if (m_FocusedObject) { m_FocusedObject->HandleMessage(SGUIMessage(GUIM_LOST_FOCUS)); //if (m_FocusedObject-> TODO SelfishFocus? m_FocusedObject = 0; } break; case SDL_BUTTON_WHEELDOWN: // wheel down if (pNearest) { pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_DOWN)); pNearest->ScriptEvent("mousewheeldown"); ret = IN_HANDLED; } break; case SDL_BUTTON_WHEELUP: // wheel up if (pNearest) { pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_UP)); pNearest->ScriptEvent("mousewheelup"); ret = IN_HANDLED; } break; default: break; } } else if (ev->type == SDL_MOUSEBUTTONUP) { switch (ev->button.button) { case SDL_BUTTON_LEFT: if (pNearest) { double timeElapsed = get_time() - pNearest->m_LastClickTime[SDL_BUTTON_LEFT]; pNearest->m_LastClickTime[SDL_BUTTON_LEFT] = get_time(); //Double click? if (timeElapsed < SELECT_DBLCLICK_RATE) { pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_DBLCLICK_LEFT)); pNearest->ScriptEvent("mouseleftdoubleclick"); } else { pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_LEFT)); pNearest->ScriptEvent("mouseleftrelease"); } ret = IN_HANDLED; } break; case SDL_BUTTON_RIGHT: if (pNearest) { double timeElapsed = get_time() - pNearest->m_LastClickTime[SDL_BUTTON_RIGHT]; pNearest->m_LastClickTime[SDL_BUTTON_RIGHT] = get_time(); //Double click? if (timeElapsed < SELECT_DBLCLICK_RATE) { pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_DBLCLICK_RIGHT)); //pNearest->ScriptEvent("mouserightdoubleclick"); } else { pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_RIGHT)); //pNearest->ScriptEvent("mouserightrelease"); } ret = IN_HANDLED; } break; } // Reset all states on all visible objects GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::ResetStates); // It will have reset the mouse over of the current hovered, so we'll // have to restore that if (pNearest) pNearest->m_MouseHovering = true; } } catch (PS_RESULT e) { UNUSED2(e); debug_warn("CGUI::HandleEvent error"); // TODO Gee: Handle } // JW: what's the difference between mPress and mDown? what's the code below responsible for? /* // Generally if just mouse is clicked if (m_pInput->mDown(NEMM_BUTTON1) && pNearest) { pNearest->HandleMessage(GUIM_MOUSE_DOWN_LEFT); } */ // BUTTONUP's effect on m_MouseButtons is handled after // everything else, so that e.g. 'press' handlers (activated // on button up) see which mouse button had been pressed. if (ev->type == SDL_MOUSEBUTTONUP) { switch (ev->button.button) { case SDL_BUTTON_LEFT: case SDL_BUTTON_RIGHT: case SDL_BUTTON_MIDDLE: m_MouseButtons &= ~BIT(ev->button.button); break; default: break; } } // Handle keys for input boxes if (GetFocusedObject()) { if ( (ev->type == SDL_KEYDOWN && ev->key.keysym.sym != SDLK_ESCAPE && !g_keys[SDLK_LCTRL] && !g_keys[SDLK_RCTRL] && !g_keys[SDLK_LALT] && !g_keys[SDLK_RALT]) || ev->type == SDL_HOTKEYDOWN ) { ret = GetFocusedObject()->ManuallyHandleEvent(ev); } // else will return IN_PASS because we never used the button. } return ret; } void CGUI::TickObjects() { CStr action = "tick"; GUI::RecurseObject(0, m_BaseObject, &IGUIObject::ScriptEvent, action); // Also update tooltips: // TODO: Efficiency IGUIObject* pNearest = NULL; GUI::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject, &IGUIObject::ChooseMouseOverAndClosest, pNearest); m_Tooltip.Update(pNearest, m_MousePos, this); } void CGUI::SendEventToAll(CStr EventName) { + // janwas 2006-03-03: spoke with Ykkrosh about EventName case. + // when registering, case is converted to lower - this avoids surprise + // if someone were to get the case wrong and then not notice their + // handler is never called. however, until now, the other end + // (sending events here) wasn't converting to lower case, + // leading to a similar problem. + // now fixed; case is irrelevant since all are converted to lower. GUI::RecurseObject(0, m_BaseObject, - &IGUIObject::ScriptEvent, EventName); + &IGUIObject::ScriptEvent, EventName.LowerCase()); } //------------------------------------------------------------------- // Constructor / Destructor //------------------------------------------------------------------- CGUI::CGUI() : m_MouseButtons(0), m_FocusedObject(NULL), m_InternalNameNumber(0) { m_BaseObject = new CGUIDummyObject; m_BaseObject->SetGUI(this); // Construct the parent object for all GUI JavaScript things m_ScriptObject = JS_NewObject(g_ScriptingHost.getContext(), &GUIClass, NULL, NULL); debug_assert(m_ScriptObject != NULL); // How should it handle errors? JS_AddRoot(g_ScriptingHost.getContext(), &m_ScriptObject); // This will make this invisible, not add //m_BaseObject->SetName(BASE_OBJECT_NAME); } CGUI::~CGUI() { if (m_BaseObject) delete m_BaseObject; if (m_ScriptObject) // Let it be garbage-collected JS_RemoveRoot(g_ScriptingHost.getContext(), &m_ScriptObject); } //------------------------------------------------------------------- // Functions //------------------------------------------------------------------- IGUIObject *CGUI::ConstructObject(const CStr& str) { if (m_ObjectTypes.count(str) > 0) return (*m_ObjectTypes[str])(); else { // Error reporting will be handled with the NULL return. return NULL; } } void CGUI::Initialize() { // Add base types! // You can also add types outside the GUI to extend the flexibility of the GUI. // Pyrogenesis though will have all the object types inserted from here. AddObjectType("empty", &CGUIDummyObject::ConstructObject); AddObjectType("button", &CButton::ConstructObject); AddObjectType("image", &CImage::ConstructObject); AddObjectType("text", &CText::ConstructObject); AddObjectType("checkbox", &CCheckBox::ConstructObject); AddObjectType("radiobutton", &CRadioButton::ConstructObject); AddObjectType("progressbar", &CProgressBar::ConstructObject); AddObjectType("minimap", &CMiniMap::ConstructObject); AddObjectType("input", &CInput::ConstructObject); // The following line was commented out, I don't know if that's me or not, or // for what reason, but I'm gonna uncomment, if anything breaks, just let me // know, or if it wasn't I that commented it out, do let me know why. // -- Gee 20-07-2005 AddObjectType("list", &CList::ConstructObject); // AddObjectType("dropdown", &CDropDown::ConstructObject); } void CGUI::Process() { /* // TODO Gee: check if m_pInput is valid, otherwise return /// debug_assert(m_pInput); // Pre-process all objects try { GUI::RecurseObject(0, m_BaseObject, &IGUIObject::HandleMessage, GUIM_PREPROCESS); } catch (PS_RESULT e) { return; } // Check mouse over try { // Only one object can be hovered // check which one it is, if any ! IGUIObject *pNearest = NULL; GUI::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::ChooseMouseOverAndClosest, pNearest); // Now we'll call UpdateMouseOver on *all* objects, // we'll input the one hovered, and they will each // update their own data and send messages accordingly GUI::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::UpdateMouseOver, pNearest); // If pressed if (m_pInput->mPress(NEMM_BUTTON1) && pNearest) { pNearest->HandleMessage(GUIM_MOUSE_PRESS_LEFT); } else // If released if (m_pInput->mRelease(NEMM_BUTTON1) && pNearest) { pNearest->HandleMessage(GUIM_MOUSE_RELEASE_LEFT); } // Generally if just mouse is clicked if (m_pInput->mDown(NEMM_BUTTON1) && pNearest) { pNearest->HandleMessage(GUIM_MOUSE_DOWN_LEFT); } } catch (PS_RESULT e) { return; } // Post-process all objects try { GUI::RecurseObject(0, m_BaseObject, &IGUIObject::HandleMessage, GUIM_POSTPROCESS); } catch (PS_RESULT e) { return; } */ } void CGUI::Draw() { // Clear the depth buffer, so the GUI is // drawn on top of everything else glClear(GL_DEPTH_BUFFER_BIT); glPushMatrix(); guiLoadIdentity(); try { // Recurse IGUIObject::Draw() with restriction: hidden // meaning all hidden objects won't call Draw (nor will it recurse its children) GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::Draw); } catch (PS_RESULT e) { UNUSED2(e); glPopMatrix(); // TODO Gee: Report error. debug_warn("CGUI::Draw error"); return; } glPopMatrix(); } void CGUI::DrawSprite(CGUISpriteInstance& Sprite, int CellID, const float& Z, const CRect& Rect, const CRect& UNUSED(Clipping)) { // If the sprite doesn't exist (name == ""), don't bother drawing anything if (Sprite.IsEmpty()) return; // TODO: Clipping? glPushMatrix(); glTranslatef(0.0f, 0.0f, Z); Sprite.Draw(Rect, CellID, m_Sprites); glPopMatrix(); } void CGUI::Destroy() { // We can use the map to delete all // now we don't want to cancel all if one Destroy fails map_pObjects::iterator it; for (it = m_pAllObjects.begin(); it != m_pAllObjects.end(); ++it) { try { it->second->Destroy(); } catch (PS_RESULT e) { UNUSED2(e); debug_warn("CGUI::Destroy error"); // TODO Gee: Handle } delete it->second; } for (std::map::iterator it2 = m_Sprites.begin(); it2 != m_Sprites.end(); ++it2) for (std::vector::iterator it3 = it2->second.m_Images.begin(); it3 != it2->second.m_Images.end(); ++it3) delete it3->m_Effects; // Clear all m_pAllObjects.clear(); m_Sprites.clear(); m_Icons.clear(); } void CGUI::UpdateResolution() { // Update ALL cached GUI<>::RecurseObject(0, m_BaseObject, &IGUIObject::UpdateCachedSize ); } void CGUI::AddObject(IGUIObject* pObject) { try { // Add CGUI pointer GUI::RecurseObject(0, pObject, &IGUIObject::SetGUI, this); // Add child to base object m_BaseObject->AddChild(pObject); // can throw // Cache tree GUI<>::RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize); // Loaded GUI::RecurseObject(0, pObject, &IGUIObject::HandleMessage, SGUIMessage(GUIM_LOAD)); } catch (PS_RESULT e) { throw e; } } void CGUI::UpdateObjects() { // We'll fill a temporary map until we know everything // succeeded map_pObjects AllObjects; try { // Fill freshly GUI< map_pObjects >::RecurseObject(0, m_BaseObject, &IGUIObject::AddToPointersMap, AllObjects ); } catch (PS_RESULT e) { // Throw the same error throw e; } // Else actually update the real one m_pAllObjects.swap(AllObjects); } bool CGUI::ObjectExists(const CStr& Name) const { return m_pAllObjects.count(Name) != 0; } IGUIObject* CGUI::FindObjectByName(const CStr& Name) const { map_pObjects::const_iterator it = m_pAllObjects.find(Name); if (it == m_pAllObjects.end()) return NULL; else return it->second; } // private struct used only in GenerateText(...) struct SGenerateTextImage { float m_YFrom, // The image's starting location in Y m_YTo, // The image's end location in Y m_Indentation; // The image width in other words // Some help functions // TODO Gee: CRect => CPoint ? void SetupSpriteCall(const bool Left, SGUIText::SSpriteCall &SpriteCall, const float width, const float y, const CSize &Size, const CStr &TextureName, const float BufferZone, const int CellID) { // TODO Gee: Temp hardcoded values SpriteCall.m_Area.top = y+BufferZone; SpriteCall.m_Area.bottom = y+BufferZone + Size.cy; if (Left) { SpriteCall.m_Area.left = BufferZone; SpriteCall.m_Area.right = Size.cx+BufferZone; } else { SpriteCall.m_Area.left = width-BufferZone - Size.cx; SpriteCall.m_Area.right = width-BufferZone; } SpriteCall.m_CellID = CellID; SpriteCall.m_Sprite = TextureName; m_YFrom = SpriteCall.m_Area.top-BufferZone; m_YTo = SpriteCall.m_Area.bottom+BufferZone; m_Indentation = Size.cx+BufferZone*2; } }; SGUIText CGUI::GenerateText(const CGUIString &string, const CStr& Font, const float &Width, const float &BufferZone, const IGUIObject *pObject) { SGUIText Text; // object we're generating if (string.m_Words.size() == 0) return Text; float x=BufferZone, y=BufferZone; // drawing pointer int from=0; bool done=false; bool FirstLine = true; // Necessary because text in the first line is shorter // (it doesn't count the line spacing) // Images on the left or the right side. vector Images[2]; int pos_last_img=-1; // Position in the string where last img (either left or right) were encountered. // in order to avoid duplicate processing. // Easier to read. bool WordWrapping = (Width != 0); // Go through string word by word for (int i=0; i<(int)string.m_Words.size()-1 && !done; ++i) { // Pre-process each line one time, so we know which floating images // will be added for that line. // Generated stuff is stored in Feedback. CGUIString::SFeedback Feedback; // Preliminary line_height, used for word-wrapping with floating images. float prelim_line_height=0.f; // Width and height of all text calls generated. string.GenerateTextCall(Feedback, Font, string.m_Words[i], string.m_Words[i+1], FirstLine); // Loop through our images queues, to see if images has been added. // Check if this has already been processed. // Also, floating images are only applicable if Word-Wrapping is on if (WordWrapping && i > pos_last_img) { // Loop left/right for (int j=0; j<2; ++j) { for (vector::const_iterator it = Feedback.m_Images[j].begin(); it != Feedback.m_Images[j].end(); ++it) { SGUIText::SSpriteCall SpriteCall; SGenerateTextImage Image; // Y is if no other floating images is above, y. Else it is placed // after the last image, like a stack downwards. float _y; if (Images[j].size() > 0) _y = MAX(y, Images[j].back().m_YTo); else _y = y; // Get Size from Icon database SGUIIcon icon = GetIcon(*it); CSize size = icon.m_Size; Image.SetupSpriteCall((j==CGUIString::SFeedback::Left), SpriteCall, Width, _y, size, icon.m_SpriteName, BufferZone, icon.m_CellID); // Check if image is the lowest thing. Text.m_Size.cy = MAX(Text.m_Size.cy, Image.m_YTo); Images[j].push_back(Image); Text.m_SpriteCalls.push_back(SpriteCall); } } } pos_last_img = MAX(pos_last_img, i); x += Feedback.m_Size.cx; prelim_line_height = MAX(prelim_line_height, Feedback.m_Size.cy); // If Width is 0, then there's no word-wrapping, disable NewLine. if ((WordWrapping && (x > Width-BufferZone || Feedback.m_NewLine)) || i == (int)string.m_Words.size()-2) { // Change 'from' to 'i', but first keep a copy of its value. int temp_from = from; from = i; static const int From=0, To=1; //int width_from=0, width_to=width; float width_range[2]; width_range[From] = BufferZone; width_range[To] = Width - BufferZone; // Floating images are only applicable if word-wrapping is enabled. if (WordWrapping) { // Decide width of the line. We need to iterate our floating images. // this won't be exact because we're assuming the line_height // will be as our preliminary calculation said. But that may change, // although we'd have to add a couple of more loops to try straightening // this problem out, and it is very unlikely to happen noticeably if one // structures his text in a stylistically pure fashion. Even if not, it // is still quite unlikely it will happen. // Loop through left and right side, from and to. for (int j=0; j<2; ++j) { for (vector::const_iterator it = Images[j].begin(); it != Images[j].end(); ++it) { // We're working with two intervals here, the image's and the line height's. // let's find the union of these two. float union_from, union_to; union_from = MAX(y, it->m_YFrom); union_to = MIN(y+prelim_line_height, it->m_YTo); // The union is not empty if (union_to > union_from) { if (j == From) width_range[From] = MAX(width_range[From], it->m_Indentation); else width_range[To] = MIN(width_range[To], Width - it->m_Indentation); } } } } // Reset X for the next loop x = width_range[From]; // Now we'll do another loop to figure out the height of // the line (the height of the largest character). This // couldn't be determined in the first loop (main loop) // because it didn't regard images, so we don't know // if all characters processed, will actually be involved // in that line. float line_height=0.f; for (int j=temp_from; j<=i; ++j) { // We don't want to use Feedback now, so we'll have to use // another. CGUIString::SFeedback Feedback2; // Don't attach object, it'll suppress the errors // we want them to be reported in the final GenerateTextCall() // so that we don't get duplicates. string.GenerateTextCall(Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine); // Append X value. x += Feedback2.m_Size.cx; if (WordWrapping && x > width_range[To] && j!=temp_from && !Feedback2.m_NewLine) break; // Let line_height be the maximum m_Height we encounter. line_height = MAX(line_height, Feedback2.m_Size.cy); if (WordWrapping && Feedback2.m_NewLine) break; } // Reset x once more x = width_range[From]; // Move down, because font drawing starts from the baseline y += line_height; // Do the real processing now for (int j=temp_from; j<=i; ++j) { // We don't want to use Feedback now, so we'll have to use // another one. CGUIString::SFeedback Feedback2; // Defaults string.GenerateTextCall(Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine, pObject); // Iterate all and set X/Y values // Since X values are not set, we need to make an internal // iteration with an increment that will append the internal // x, that is what x_pointer is for. float x_pointer=0.f; vector::iterator it; for (it = Feedback2.m_TextCalls.begin(); it != Feedback2.m_TextCalls.end(); ++it) { it->m_Pos = CPos(x + x_pointer, y); x_pointer += it->m_Size.cx; if (it->m_pSpriteCall) { it->m_pSpriteCall->m_Area += it->m_Pos - CSize(0,it->m_pSpriteCall->m_Area.GetHeight()); } } // Append X value. x += Feedback2.m_Size.cx; Text.m_Size.cx = MAX(Text.m_Size.cx, x+BufferZone); // The first word overrides the width limit, what we // do, in those cases, are just drawing that word even // though it'll extend the object. if (WordWrapping) // only if word-wrapping is applicable { if (Feedback2.m_NewLine) { from = j+1; // Sprite call can exist within only a newline segment, // therefore we need this. Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end()); break; } else if (x > width_range[To] && j==temp_from) { from = j+1; // do not break, since we want it to be added to m_TextCalls } else if (x > width_range[To]) { from = j; break; } } // Add the whole Feedback2.m_TextCalls to our m_TextCalls. Text.m_TextCalls.insert(Text.m_TextCalls.end(), Feedback2.m_TextCalls.begin(), Feedback2.m_TextCalls.end()); Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end()); if (j == (int)string.m_Words.size()-2) done = true; } // Reset X x = 0.f; // Update height of all Text.m_Size.cy = MAX(Text.m_Size.cy, y+BufferZone); FirstLine = false; // Now if we entered as from = i, then we want // i being one minus that, so that it will become // the same i in the next loop. The difference is that // we're on a new line now. i = from-1; } } return Text; } void CGUI::DrawText(SGUIText &Text, const CColor &DefaultColor, const CPos &pos, const float &z, const CRect &clipping) { // TODO Gee: All these really necessary? Some // are defaults and if you changed them // the opposite value at the end of the functions, // some things won't be drawn correctly. glEnable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (clipping != CRect()) { double eq[4][4] = { { 0.0, 1.0, 0.0, -clipping.top }, { 1.0, 0.0, 0.0, -clipping.left }, { 0.0, -1.0, 0.0, clipping.bottom }, { -1.0, 0.0, 0.0, clipping.right } }; for (int i=0; i<4; ++i) { glClipPlane(GL_CLIP_PLANE0+i, eq[i]); glEnable(GL_CLIP_PLANE0+i); } } CFont* font = NULL; CStr LastFontName; for (vector::const_iterator it = Text.m_TextCalls.begin(); it != Text.m_TextCalls.end(); ++it) { // If this is just a placeholder for a sprite call, continue if (it->m_pSpriteCall) continue; // Switch fonts when necessary, but remember the last one used if (it->m_Font != LastFontName) { delete font; font = new CFont(it->m_Font); font->Bind(); LastFontName = it->m_Font; } CColor color = it->m_UseCustomColor ? it->m_Color : DefaultColor; glPushMatrix(); // TODO Gee: (2004-09-04) Why are font corrupted if inputted float value? glTranslatef((GLfloat)int(pos.x+it->m_Pos.x), (GLfloat)int(pos.y+it->m_Pos.y), z); glColor4fv(color.FloatArray()); glwprintf(L"%ls", it->m_String.c_str()); // "%ls" is necessary in case m_String contains % symbols glPopMatrix(); } if (font) delete font; for (list::iterator it=Text.m_SpriteCalls.begin(); it!=Text.m_SpriteCalls.end(); ++it) { DrawSprite(it->m_Sprite, it->m_CellID, z, it->m_Area + pos); } // TODO To whom it may concern: Thing were not reset, so // I added this line, modify if incorrect -- if (clipping != CRect()) { for (int i=0; i<4; ++i) glDisable(GL_CLIP_PLANE0+i); } glDisable(GL_TEXTURE_2D); // -- GL } bool CGUI::GetPreDefinedColor(const CStr &name, CColor &Output) { if (m_PreDefinedColors.count(name) == 0) { return false; } else { Output = m_PreDefinedColors[name]; return true; } } void CGUI::ReportParseError(const char *str, ...) { va_list argp; char buffer[512]; memset(buffer,0,sizeof(buffer)); va_start(argp, str); vsnprintf2(buffer, sizeof(buffer), str, argp); va_end(argp); // Print header if (m_Errors==0) { LOG(ERROR, LOG_CATEGORY, "*** GUI Tree Creation Errors:"); } // Important, set ParseError to true ++m_Errors; LOG(ERROR, LOG_CATEGORY, buffer); } /** * @callgraph */ void CGUI::LoadXMLFile(const string &Filename) { // Reset parse error // we can later check if this has increased m_Errors = 0; CXeromyces XeroFile; if (XeroFile.Load(Filename.c_str()) != PSRETURN_OK) // Fail silently return; XMBElement node = XeroFile.getRoot(); // Check root element's (node) name so we know what kind of // data we'll be expecting CStr root_name (XeroFile.getElementString(node.getNodeName())); try { if (root_name == "objects") { Xeromyces_ReadRootObjects(node, &XeroFile); // Re-cache all values so these gets cached too. //UpdateResolution(); } else if (root_name == "sprites") { Xeromyces_ReadRootSprites(node, &XeroFile); } else if (root_name == "styles") { Xeromyces_ReadRootStyles(node, &XeroFile); } else if (root_name == "setup") { Xeromyces_ReadRootSetup(node, &XeroFile); } else { debug_warn("CGUI::LoadXMLFile error"); // TODO Gee: Output in log } } catch (PSERROR_GUI& e) { LOG(ERROR, LOG_CATEGORY, "Errors loading GUI file %s (%s)", Filename.c_str(), e.getCode()); return; } // Now report if any other errors occured if (m_Errors > 0) { /// g_console.submit("echo GUI Tree Creation Reports %d errors", m_Errors); } } //=================================================================== // XML Reading Xeromyces Specific Sub-Routines //=================================================================== void CGUI::Xeromyces_ReadRootObjects(XMBElement Element, CXeromyces* pFile) { int el_script = pFile->getElementID("script"); // Iterate main children // they should all be or