/* 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); }