/* 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;
}