/* 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 "CText.h"
#include "gui/CGUI.h"
#include "gui/CGUIScrollBarVertical.h"
#include "gui/CGUIText.h"
CText::CText(CGUI& pGUI)
: IGUIObject(pGUI),
IGUIScrollBarOwner(*static_cast(this)),
IGUITextOwner(*static_cast(this)),
m_BufferZone(this, "buffer_zone"),
m_Caption(this, "caption"),
m_Clip(this, "clip", true),
m_Font(this, "font"),
m_ScrollBar(this, "scrollbar", false),
m_ScrollBarStyle(this, "scrollbar_style"),
m_ScrollBottom(this, "scroll_bottom"),
m_ScrollTop(this, "scroll_top"),
m_Sprite(this, "sprite"),
m_SpriteOverlay(this, "sprite_overlay"),
m_TextColor(this, "textcolor"),
m_TextColorDisabled(this, "textcolor_disabled")
{
// Add scroll-bar
auto bar = std::make_unique(pGUI);
bar->SetRightAligned(true);
AddScrollBar(std::move(bar));
// Add text
AddText();
}
CText::~CText()
{
}
void CText::SetupText()
{
if (m_GeneratedTexts.empty())
return;
float width = m_CachedActualSize.GetWidth();
// remove scrollbar if applicable
if (m_ScrollBar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, width, m_BufferZone, m_TextAlign, this);
if (!m_ScrollBar)
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
// Setup scrollbar
if (m_ScrollBar)
{
// 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 (m_ScrollBottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0].GetSize().Height);
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 (m_ScrollTop)
GetScrollBar(0).SetPos(0.0f);
}
}
void CText::ResetStates()
{
IGUIObject::ResetStates();
IGUIScrollBarOwner::ResetStates();
}
void CText::UpdateCachedSize()
{
IGUIObject::UpdateCachedSize();
IGUITextOwner::UpdateCachedSize();
}
CSize2D CText::GetTextSize()
{
UpdateText();
return m_GeneratedTexts[0].GetSize();
}
const CStrW& CText::GetTooltipText() const
{
for (const CGUIText& text : m_GeneratedTexts)
for (const CGUIText::STextCall& textChunk : text.GetTextCalls())
{
if (textChunk.m_Tooltip.empty())
continue;
CRect area(textChunk.m_Pos - CVector2D(0.f, textChunk.m_Size.Height), textChunk.m_Size);
if (area.PointInside(m_pGUI.GetMousePos() - m_CachedActualSize.TopLeft()))
return textChunk.m_Tooltip;
}
return m_Tooltip;
}
void CText::HandleMessage(SGUIMessage& Message)
{
IGUIObject::HandleMessage(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")
{
GetScrollBar(0).SetScrollBarStyle(m_ScrollBarStyle);
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);
GetScrollBar(0).SetScrollBarStyle(m_ScrollBarStyle);
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
void CText::Draw(CCanvas2D& canvas)
{
m_pGUI.DrawSprite(m_Sprite, canvas, m_CachedActualSize);
float scroll = 0.f;
if (m_ScrollBar)
scroll = GetScrollBar(0).GetPos();
// Clipping area (we'll have to subtract the scrollbar)
CRect cliparea;
if (m_Clip)
{
cliparea = m_CachedActualSize;
if (m_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;
}
}
const CGUIColor& color = m_Enabled ? m_TextColor : m_TextColorDisabled;
if (m_ScrollBar)
DrawText(canvas, 0, color, m_CachedActualSize.TopLeft() - CVector2D(0.f, scroll), cliparea);
else
DrawText(canvas, 0, color, m_TextPos, cliparea);
// Draw scrollbars on top of the content
if (m_ScrollBar)
IGUIScrollBarOwner::Draw(canvas);
// Draw the overlays last
m_pGUI.DrawSprite(m_SpriteOverlay, canvas, m_CachedActualSize);
}