/* Copyright (C) 2022 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 .
*/
#ifndef INCLUDED_CGUISTRING
#define INCLUDED_CGUISTRING
#include "gui/CGUIText.h"
#include "ps/CStrIntern.h"
#include
#include
#include
class CGUI;
/**
* String class, substitute for CStr, but that parses
* the tags and builds up a list of all text that will
* be different when outputted.
*
* The difference between CGUIString and CGUIText is that
* CGUIString is a string-class that parses the tags
* when the value is set. The CGUIText is just a container
* which stores the positions and settings of all text-calls
* that will have to be made to the Renderer.
*/
class CGUIString
{
public:
/**
* A chunk of text that represents one call to the renderer.
* In other words, all text in one chunk, will be drawn
* exactly with the same settings.
*/
struct TextChunk
{
/**
* A tag looks like this "Hello [b]there[/b] little"
*/
struct Tag
{
/**
* Tag Type
*/
enum TagType
{
TAG_B,
TAG_I,
TAG_FONT,
TAG_SIZE,
TAG_COLOR,
TAG_IMGLEFT,
TAG_IMGRIGHT,
TAG_ICON,
TAG_TOOLTIP,
TAG_INVALID
};
struct TagAttribute
{
std::wstring attrib;
std::wstring value;
};
/**
* Set tag from string
*
* @param tagtype TagType by string, like 'img' for [img]
* @return True if m_TagType was set.
*/
bool SetTagType(const CStrW& tagtype);
TagType GetTagType(const CStrW& tagtype) const;
/**
* In [b="Hello"][/b]
* m_TagType is TAG_B
*/
TagType m_TagType;
/**
* In [b="Hello"][/b]
* m_TagValue is 'Hello'
*/
std::wstring m_TagValue;
/**
* Some tags need an additional attributes
*/
std::vector m_TagAttributes;
};
/**
* m_From and m_To is the range of the string
*/
int m_From, m_To;
/**
* Tags that are present. [a][b]
*/
std::vector m_Tags;
};
/**
* All data generated in GenerateTextCall()
*/
struct SFeedback
{
// Avoid copying the vector and list containers.
NONCOPYABLE(SFeedback);
MOVABLE(SFeedback);
SFeedback() = default;
// Constants
static const int Left = 0;
static const int Right = 1;
/**
* Reset all member data.
*/
void Reset();
/**
* Image stacks, for left and right floating images.
*/
std::array, 2> m_Images; // left and right
/**
* Text and Sprite Calls.
*/
std::vector m_TextCalls;
// list for consistent mem addresses so that we can point to elements.
std::list m_SpriteCalls;
/**
* Width and Height *feedback*
*/
CSize2D m_Size;
/**
* If the word inputted was a new line.
*/
bool m_NewLine;
/**
* If the word inputted ends with a space that can be collapsed when aligning.
*/
bool m_EndsWithSpace;
};
/**
* Set the value, the string will automatically
* be parsed when set.
*/
void SetValue(const CStrW& str);
/**
* Get String, with tags
*/
const CStrW& GetOriginalString() const { return m_OriginalString; }
/**
* Get String, stripped of tags
*/
const CStrW& GetRawString() const { return m_RawString; }
/**
* Generate Text Call from specified range. The range
* must span only within ONE TextChunk though. Otherwise
* it can't be fit into a single Text Call
*
* Notice it won't make it complete, you will have to add
* X/Y values and such.
*
* @param pGUI Pointer to CGUI object making this call, for e.g. icon retrieval.
* @param Feedback contains all info that is generated.
* @param DefaultFont Default Font
* @param from From character n,
* @param to to character n.
* @param FirstLine Whether this is the first line of text, to calculate its height correctly
* @param pObject Only for Error outputting, optional! If nullptr
* then no Errors will be reported! Useful when you need
* to make several GenerateTextCall in different phases,
* it avoids duplicates.
*/
void GenerateTextCall(const CGUI& pGUI, SFeedback& Feedback, CStrIntern DefaultFont, const int& from, const int& to, const bool FirstLine, const IGUIObject* pObject = nullptr) const;
/**
* Words
*/
std::vector m_Words;
private:
/**
* TextChunks
*/
std::vector m_TextChunks;
/**
* The full raw string. Stripped of tags.
*/
CStrW m_RawString;
/**
* The original string value passed to SetValue.
*/
CStrW m_OriginalString;
};
#endif // INCLUDED_CGUISTRING