/* 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 "CTooltip.h" #include "gui/CGUI.h" #include "gui/SettingTypes/CGUIString.h" #include "gui/CGUIText.h" #include CTooltip::CTooltip(CGUI& pGUI) : IGUIObject(pGUI), IGUITextOwner(*static_cast(this)), m_BufferZone(this, "buffer_zone"), m_Caption(this, "caption"), m_Font(this, "font"), m_Sprite(this, "sprite"), m_Delay(this, "delay", 500), // in milliseconds m_TextColor(this, "textcolor"), m_MaxWidth(this, "maxwidth"), m_Offset(this, "offset"), m_Anchor(this, "anchor", EVAlign::BOTTOM), // This is used for tooltips that are hidden/revealed manually by scripts, rather than through the standard tooltip display mechanism m_Independent(this, "independent"), // Private settings: // This is set by GUITooltip m_MousePos(this, "_mousepos"), // If the tooltip is just a reference to another object: m_UseObject(this, "use_object"), m_HideObject(this, "hide_object") { // Set up a blank piece of text, to be replaced with a more // interesting message later AddText(); } CTooltip::~CTooltip() { } void CTooltip::SetupText() { ENSURE(m_GeneratedTexts.size() == 1); m_GeneratedTexts[0] = CGUIText(m_pGUI, m_Caption, m_Font, m_MaxWidth, m_BufferZone, m_TextAlign, this); // Position the tooltip relative to the mouse: const CVector2D& mousepos = m_Independent ? m_pGUI.GetMousePos() : m_MousePos; float textwidth = m_GeneratedTexts[0].GetSize().Width; float textheight = m_GeneratedTexts[0].GetSize().Height; CGUISize size; size.pixel.left = mousepos.X + m_Offset->X; size.pixel.right = size.pixel.left + textwidth; switch (m_Anchor) { case EVAlign::TOP: size.pixel.top = mousepos.Y + m_Offset->Y; size.pixel.bottom = size.pixel.top + textheight; break; case EVAlign::BOTTOM: size.pixel.bottom = mousepos.Y + m_Offset->Y; size.pixel.top = size.pixel.bottom - textheight; break; case EVAlign::CENTER: size.pixel.top = mousepos.Y + m_Offset->Y - textheight/2.f; size.pixel.bottom = size.pixel.top + textwidth; break; default: debug_warn(L"Invalid EVAlign!"); } // Reposition the tooltip if it's falling off in the GUI window. const CSize2D windowSize = m_pGUI.GetWindowSize(); if (size.pixel.top < 0.f) { size.pixel.bottom -= size.pixel.top; size.pixel.top = 0.f; } else if (size.pixel.bottom > windowSize.Height) { size.pixel.top -= size.pixel.bottom - windowSize.Height; size.pixel.bottom = windowSize.Height; } if (size.pixel.left < 0.f) { size.pixel.right -= size.pixel.left; size.pixel.left = 0.f; } else if (size.pixel.right > windowSize.Width) { size.pixel.left -= size.pixel.right - windowSize.Width; size.pixel.right = windowSize.Width; } m_Size.Set(size, true); } void CTooltip::UpdateCachedSize() { IGUIObject::UpdateCachedSize(); IGUITextOwner::UpdateCachedSize(); } void CTooltip::HandleMessage(SGUIMessage& Message) { IGUIObject::HandleMessage(Message); IGUITextOwner::HandleMessage(Message); } void CTooltip::Draw(CCanvas2D& canvas) { // Normally IGUITextOwner will handle this updating but since SetupText can modify the position // we need to call it now *before* we do the rest of the drawing if (!m_GeneratedTextsValid) { SetupText(); m_GeneratedTextsValid = true; } m_pGUI.DrawSprite(m_Sprite, canvas, m_CachedActualSize); DrawText(canvas, 0, m_TextColor, m_CachedActualSize.TopLeft()); } float CTooltip::GetBufferedZ() const { // TODO: Find a nicer way of putting the tooltip on top of everything else. return 900.f; }