/* Copyright (C) 2021 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 "IGUITextOwner.h" #include "gui/CGUI.h" #include "gui/SGUIMessage.h" #include "gui/ObjectBases/IGUIObject.h" #include "gui/SettingTypes/CGUIString.h" #include "maths/Vector2D.h" #include IGUITextOwner::IGUITextOwner(IGUIObject& pObject) : m_pObject(pObject), m_GeneratedTextsValid(), m_TextAlign(&pObject, "text_align", EAlign::LEFT), m_TextVAlign(&pObject, "text_valign", EVAlign::TOP) { } IGUITextOwner::~IGUITextOwner() { } CGUIText& IGUITextOwner::AddText() { m_GeneratedTexts.emplace_back(); return m_GeneratedTexts.back(); } CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone) { // Avoids a move constructor m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject); return m_GeneratedTexts.back(); } void IGUITextOwner::HandleMessage(SGUIMessage& Message) { switch (Message.type) { case GUIM_SETTINGS_UPDATED: // Everything that can change the visual appearance. // it is assumed that the text of the object will be dependent on // these. Although that is not certain, but one will have to manually // change it and disregard this function. if (Message.value == "size" || Message.value == "tooltip" || Message.value == "absolute" || Message.value == "caption" || Message.value == "font" || Message.value == "textcolor" || Message.value == "text_align" || Message.value == "text_valign" || Message.value == "buffer_zone") { m_GeneratedTextsValid = false; } break; default: break; } } void IGUITextOwner::UpdateCachedSize() { // update our text positions m_GeneratedTextsValid = false; } void IGUITextOwner::UpdateText() { if (!m_GeneratedTextsValid) { SetupText(); m_GeneratedTextsValid = true; } } void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping) { UpdateText(); ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist"); m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping); } void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text) { // The horizontal Alignment is now computed in GenerateText in order to not have to // loop through all of the TextCall objects again. TextPos.X = ObjSize.left; switch (m_TextVAlign) { case EVAlign::TOP: TextPos.Y = ObjSize.top; break; case EVAlign::CENTER: // Round to integer pixel values, else the fonts look awful TextPos.Y = floorf(ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f); break; case EVAlign::BOTTOM: TextPos.Y = ObjSize.bottom - Text.GetSize().Height; break; default: debug_warn(L"Broken EVAlign in CButton::SetupText()"); break; } }