/* Copyright (C) 2015 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 "CGUIScrollBarVertical.h" #include "GUI.h" #include "lib/ogl.h" CText::CText() { AddSetting(GUIST_float, "buffer_zone"); AddSetting(GUIST_CGUIString, "caption"); AddSetting(GUIST_int, "cell_id"); AddSetting(GUIST_bool, "clip"); AddSetting(GUIST_CStrW, "font"); AddSetting(GUIST_bool, "scrollbar"); AddSetting(GUIST_CStr, "scrollbar_style"); AddSetting(GUIST_bool, "scroll_bottom"); AddSetting(GUIST_CGUISpriteInstance, "sprite"); AddSetting(GUIST_EAlign, "text_align"); AddSetting(GUIST_EVAlign, "text_valign"); AddSetting(GUIST_CColor, "textcolor"); AddSetting(GUIST_CStrW, "tooltip"); AddSetting(GUIST_CStr, "tooltip_style"); // Private settings AddSetting(GUIST_CStrW, "_icon_tooltip"); AddSetting(GUIST_CStr, "_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(); bar->SetRightAligned(true); AddScrollBar(bar); // Add text AddText(new SGUIText()); } CText::~CText() { } void CText::SetupText() { if (!GetGUI()) return; 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) Don't define standard like this. Do it with the default style. font = L"default"; CGUIString caption; bool scrollbar; GUI::GetSetting(this, "caption", caption); 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; float buffer_zone = 0.f; GUI::GetSetting(this, "buffer_zone", buffer_zone); *m_GeneratedTexts[0] = GetGUI()->GenerateText(caption, font, width, buffer_zone, this); if (!scrollbar) CalculateTextPosition(m_CachedActualSize, m_TextPos, *m_GeneratedTexts[0]); // Setup scrollbar if (scrollbar) { bool scrollbottom = false; GUI::GetSetting(this, "scroll_bottom", scrollbottom); // 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 (scrollbottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f) bottom = true; GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0]->m_Size.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()); } } 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(); if (!GetGUI()) return; CGUISpriteInstance* sprite; int cell_id; bool clip; GUI::GetSettingPointer(this, "sprite", sprite); GUI::GetSetting(this, "cell_id", cell_id); GUI::GetSetting(this, "clip", clip); GetGUI()->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; } } CColor color; GUI::GetSetting(this, "textcolor", color); 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 (SGUIText* const& guitext : m_GeneratedTexts) for (const SGUIText::SSpriteCall& spritecall : guitext->m_SpriteCalls) { // Check mouse over sprite if (!spritecall.m_Area.PointInside(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; }