mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Split CGUIString.h from GUIText.h, so that one may have the SGUIText implementation in a separate cpp file.
Differential Revision: https://code.wildfiregames.com/D2167 Reviewed By: Vladislav Tested on: gcc 9.0.1, VS2015, Jenkins This was SVN commit r22643.
This commit is contained in:
parent
d3e56f0f57
commit
838889ab12
5 changed files with 233 additions and 205 deletions
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@ -20,6 +20,7 @@
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#include "CChart.h"
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#include "gui/CGUIColor.h"
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#include "gui/CGUIString.h"
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#include "gui/GUIMatrix.h"
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#include "graphics/ShaderManager.h"
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#include "i18n/L10n.h"
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@ -15,11 +15,10 @@
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CGUILIST
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#define INCLUDED_CGUILIST
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#include "GUItext.h"
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#include "gui/CGUIString.h"
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class CGUIList
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{
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229
source/gui/CGUIString.h
Normal file
229
source/gui/CGUIString.h
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@ -0,0 +1,229 @@
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* GUI text, handles text stuff
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*
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* --Overview--
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* Mainly contains struct SGUIText and friends.
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* Actual text processing is made in CGUI::GenerateText()
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*
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* --More info--
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* Check GUI.h
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*
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*/
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#ifndef INCLUDED_CGUISTRING
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#define INCLUDED_CGUISTRING
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#include <list>
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#include "gui/CGUISprite.h"
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#include "gui/GUItext.h"
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#include "ps/CStrIntern.h"
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class CGUI;
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/**
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* String class, substitute for CStr, but that parses
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* the tags and builds up a list of all text that will
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* be different when outputted.
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*
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* The difference between CGUIString and SGUIText is that
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* CGUIString is a string-class that parses the tags
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* when the value is set. The SGUIText is just a container
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* which stores the positions and settings of all text-calls
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* that will have to be made to the Renderer.
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*/
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class CGUIString
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{
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public:
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/**
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* A chunk of text that represents one call to the renderer.
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* In other words, all text in one chunk, will be drawn
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* exactly with the same settings.
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*/
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struct TextChunk
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{
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/**
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* A tag looks like this "Hello [b]there[/b] little"
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*/
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struct Tag
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{
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/**
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* Tag Type
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*/
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enum TagType
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{
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TAG_B,
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TAG_I,
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TAG_FONT,
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TAG_SIZE,
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TAG_COLOR,
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TAG_IMGLEFT,
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TAG_IMGRIGHT,
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TAG_ICON,
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TAG_INVALID
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};
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struct TagAttribute
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{
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std::wstring attrib;
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std::wstring value;
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};
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/**
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* Set tag from string
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*
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* @param tagtype TagType by string, like 'img' for [img]
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* @return True if m_TagType was set.
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*/
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bool SetTagType(const CStrW& tagtype);
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TagType GetTagType(const CStrW& tagtype) const;
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/**
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* In [b="Hello"][/b]
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* m_TagType is TAG_B
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*/
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TagType m_TagType;
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/**
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* In [b="Hello"][/b]
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* m_TagValue is 'Hello'
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*/
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std::wstring m_TagValue;
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/**
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* Some tags need an additional attributes
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*/
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std::vector<TagAttribute> m_TagAttributes;
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};
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/**
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* m_From and m_To is the range of the string
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*/
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int m_From, m_To;
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/**
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* Tags that are present. [a][b]
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*/
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std::vector<Tag> m_Tags;
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};
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/**
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* All data generated in GenerateTextCall()
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*/
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struct SFeedback
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{
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// Avoid copying the vector and list containers.
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NONCOPYABLE(SFeedback);
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MOVABLE(SFeedback);
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SFeedback() = default;
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// Constants
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static const int Left = 0;
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static const int Right = 1;
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/**
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* Reset all member data.
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*/
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void Reset();
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/**
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* Image stacks, for left and right floating images.
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*/
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std::vector<CStr> m_Images[2]; // left and right
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/**
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* Text and Sprite Calls.
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*/
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std::vector<SGUIText::STextCall> m_TextCalls;
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std::list<SGUIText::SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
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// so that we can point to elements.
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/**
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* Width and Height *feedback*
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*/
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CSize m_Size;
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/**
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* If the word inputted was a new line.
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*/
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bool m_NewLine;
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};
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/**
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* Set the value, the string will automatically
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* be parsed when set.
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*/
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void SetValue(const CStrW& str);
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/**
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* Get String, with tags
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*/
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const CStrW& GetOriginalString() const { return m_OriginalString; }
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/**
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* Get String, stripped of tags
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*/
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const CStrW& GetRawString() const { return m_RawString; }
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/**
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* Generate Text Call from specified range. The range
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* must span only within ONE TextChunk though. Otherwise
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* it can't be fit into a single Text Call
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*
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* Notice it won't make it complete, you will have to add
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* X/Y values and such.
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*
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* @param pGUI Pointer to CGUI object making this call, for e.g. icon retrieval.
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* @param Feedback contains all info that is generated.
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* @param DefaultFont Default Font
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* @param from From character n,
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* @param to to character n.
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* @param FirstLine Whether this is the first line of text, to calculate its height correctly
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* @param pObject Only for Error outputting, optional! If NULL
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* then no Errors will be reported! Useful when you need
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* to make several GenerateTextCall in different phases,
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* it avoids duplicates.
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*/
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void GenerateTextCall(const CGUI* pGUI, SFeedback& Feedback, CStrIntern DefaultFont, const int& from, const int& to, const bool FirstLine, const IGUIObject* pObject = NULL) const;
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/**
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* Words
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*/
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std::vector<int> m_Words;
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private:
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/**
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* TextChunks
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*/
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std::vector<TextChunk> m_TextChunks;
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/**
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* The full raw string. Stripped of tags.
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*/
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CStrW m_RawString;
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/**
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* The original string value passed to SetValue.
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*/
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CStrW m_OriginalString;
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};
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#endif // INCLUDED_CGUISTRING
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@ -15,28 +15,15 @@
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* GUI text, handles text stuff
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*
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* --Overview--
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* Mainly contains struct SGUIText and friends.
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* Actual text processing is made in CGUI::GenerateText()
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*
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* --More info--
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* Check GUI.h
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*
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*/
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#ifndef INCLUDED_GUITEXT
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#define INCLUDED_GUITEXT
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#include <list>
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#include "CGUISprite.h"
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#include "gui/CGUIColor.h"
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#include "gui/CGUISprite.h"
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#include "ps/CStrIntern.h"
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class CGUI;
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#include "ps/Shapes.h"
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/**
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* An SGUIText object is a parsed string, divided into
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@ -163,192 +150,4 @@ struct SGUIText
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CSize m_Size;
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};
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/**
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* String class, substitute for CStr, but that parses
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* the tags and builds up a list of all text that will
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* be different when outputted.
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*
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* The difference between CGUIString and SGUIText is that
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* CGUIString is a string-class that parses the tags
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* when the value is set. The SGUIText is just a container
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* which stores the positions and settings of all text-calls
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* that will have to be made to the Renderer.
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*/
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class CGUIString
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{
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public:
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/**
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* A chunk of text that represents one call to the renderer.
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* In other words, all text in one chunk, will be drawn
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* exactly with the same settings.
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*/
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struct TextChunk
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{
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/**
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* A tag looks like this "Hello [b]there[/b] little"
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*/
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struct Tag
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{
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/**
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* Tag Type
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*/
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enum TagType
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{
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TAG_B,
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TAG_I,
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TAG_FONT,
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TAG_SIZE,
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TAG_COLOR,
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TAG_IMGLEFT,
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TAG_IMGRIGHT,
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TAG_ICON,
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TAG_INVALID
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};
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struct TagAttribute
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{
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std::wstring attrib;
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std::wstring value;
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};
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/**
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* Set tag from string
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*
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* @param tagtype TagType by string, like 'img' for [img]
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* @return True if m_TagType was set.
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*/
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bool SetTagType(const CStrW& tagtype);
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TagType GetTagType(const CStrW& tagtype) const;
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/**
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* In [b="Hello"][/b]
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* m_TagType is TAG_B
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*/
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TagType m_TagType;
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/**
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* In [b="Hello"][/b]
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* m_TagValue is 'Hello'
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*/
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std::wstring m_TagValue;
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/**
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* Some tags need an additional attributes
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*/
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std::vector<TagAttribute> m_TagAttributes;
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};
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/**
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* m_From and m_To is the range of the string
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*/
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int m_From, m_To;
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/**
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* Tags that are present. [a][b]
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*/
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std::vector<Tag> m_Tags;
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};
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/**
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* All data generated in GenerateTextCall()
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*/
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struct SFeedback
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{
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// Avoid copying the vector and list containers.
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NONCOPYABLE(SFeedback);
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MOVABLE(SFeedback);
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SFeedback() = default;
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// Constants
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static const int Left = 0;
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static const int Right = 1;
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/**
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* Reset all member data.
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*/
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void Reset();
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/**
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* Image stacks, for left and right floating images.
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*/
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std::vector<CStr> m_Images[2]; // left and right
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/**
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* Text and Sprite Calls.
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*/
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std::vector<SGUIText::STextCall> m_TextCalls;
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std::list<SGUIText::SSpriteCall> m_SpriteCalls; // list for consistent mem addresses
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// so that we can point to elements.
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/**
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* Width and Height *feedback*
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*/
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CSize m_Size;
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/**
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* If the word inputted was a new line.
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*/
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bool m_NewLine;
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};
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/**
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* Set the value, the string will automatically
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* be parsed when set.
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*/
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void SetValue(const CStrW& str);
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/**
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* Get String, with tags
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*/
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const CStrW& GetOriginalString() const { return m_OriginalString; }
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/**
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* Get String, stripped of tags
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*/
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const CStrW& GetRawString() const { return m_RawString; }
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/**
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* Generate Text Call from specified range. The range
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* must span only within ONE TextChunk though. Otherwise
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* it can't be fit into a single Text Call
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*
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* Notice it won't make it complete, you will have to add
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* X/Y values and such.
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*
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* @param pGUI Pointer to CGUI object making this call, for e.g. icon retrieval.
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* @param Feedback contains all info that is generated.
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* @param DefaultFont Default Font
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* @param from From character n,
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* @param to to character n.
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* @param FirstLine Whether this is the first line of text, to calculate its height correctly
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* @param pObject Only for Error outputting, optional! If NULL
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* then no Errors will be reported! Useful when you need
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* to make several GenerateTextCall in different phases,
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* it avoids duplicates.
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*/
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void GenerateTextCall(const CGUI* pGUI, SFeedback& Feedback, CStrIntern DefaultFont, const int& from, const int& to, const bool FirstLine, const IGUIObject* pObject = NULL) const;
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/**
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* Words
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*/
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std::vector<int> m_Words;
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private:
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/**
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* TextChunks
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*/
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std::vector<TextChunk> m_TextChunks;
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/**
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* The full raw string. Stripped of tags.
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*/
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CStrW m_RawString;
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/**
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* The original string value passed to SetValue.
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*/
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CStrW m_OriginalString;
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};
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#endif // INCLUDED_GUITEXT
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