#include "precompiled.h" #include "GUITooltip.h" #include "lib/timer.h" #include "IGUIObject.h" #include "CGUI.h" #include "ps/CLogger.h" /* Tooltips: When holding the mouse stationary over an object for some amount of time, the tooltip is displayed. If the mouse moves off that object, the tooltip disappears. If the mouse re-enters an object within a short time, the new tooltip is displayed immediately. (This lets you run the mouse across a series of buttons, without waiting ages for the text to pop up every time.) See Visual Studio's toolbar buttons for an example. Implemented as a state machine: (where "*" lines are checked constantly, and "<" lines are handled on entry to that state) IN MOTION * If the mouse stops, check whether it should have a tooltip and move to 'STATIONARY, NO TOOLTIP' or 'STATIONARY, TOOLIP' STATIONARY, NO TOOLTIP * If the mouse moves, switch to 'IN MOTION' STATIONARY, TOOLTIP < Set target time = now + tooltip time * If the mouse moves, switch to 'IN MOTION' * If now > target time, switch to 'SHOWING' SHOWING < Start displaying the tooltip * If the mouse leaves the object, check whether the new object has a tooltip and switch to 'SHOWING' or 'COOLING' COOLING (since I can't think of a better name) < Stop displaying the tooltip < Set target time = now + cooldown time * If the mouse has moved and is over a tooltipped object, switch to 'SHOWING' * If now > target time, switch to 'STATIONARY, NO TOOLTIP' */ enum { ST_IN_MOTION, ST_STATIONARY_NO_TOOLTIP, ST_STATIONARY_TOOLTIP, ST_SHOWING, ST_COOLING }; GUITooltip::GUITooltip() : m_State(ST_IN_MOTION), m_PreviousObject(NULL), m_PreviousTooltipName(NULL) { } const double CooldownTime = 0.25; // TODO: Don't hard-code this value static bool GetTooltip(IGUIObject* obj, CStr* &style) { if (obj && obj->SettingExists("tooltip-style")) { // Use GetSettingPointer to avoid unnecessary string-copying. // (The tooltip code is only run once per frame, but efficiency // would be nice anyway.) if (GUI::GetSettingPointer(obj, "tooltip-style", style) == PS_OK && style->Length()) return true; } return false; } // Urgh - this is only a method because it needs to access HandleMessage (which // is 'protected'), so it needs to be friendable (and so not a static function) void GUITooltip::ShowTooltip(IGUIObject* obj, CPos pos, CStr& style, CGUI* gui) { IGUIObject* tooltipobj = gui->FindObjectByName(style); if (! tooltipobj) { LOG_ONCE(ERROR, "gui", "Cannot find tooltip object named '%s'", (const char*)style); return; } // Unhide the object GUI::SetSetting(tooltipobj, "hidden", false); assert(obj); // These shouldn't fail: // Retrieve object's 'tooltip' setting CStr text; if (GUI::GetSetting(obj, "tooltip", text) != PS_OK) debug_warn("Failed to retrieve tooltip text"); // Set tooltip's caption if (tooltipobj->SetSetting("caption", text) != PS_OK) debug_warn("Failed to set tooltip caption"); // Store mouse position inside the tooltip if (GUI::SetSetting(tooltipobj, "_mousepos", pos) != PS_OK) debug_warn("Failed to set tooltip mouse position"); // Make the tooltip object regenerate its text tooltipobj->HandleMessage(SGUIMessage(GUIM_SETTINGS_UPDATED, "caption")); } static void HideTooltip(CStr& style, CGUI* gui) { IGUIObject* tooltipobj = gui->FindObjectByName(style); if (! tooltipobj) { LOG_ONCE(ERROR, "gui", "Cannot find tooltip object named '%s'", (const char*)style); return; } GUI::SetSetting(tooltipobj, "hidden", true); } static int GetTooltipTime(CStr& style, CGUI* gui) { int time = 500; // default value (in msec) IGUIObject* tooltipobj = gui->FindObjectByName(style); if (! tooltipobj) { LOG_ONCE(ERROR, "gui", "Cannot find tooltip object named '%s'", (const char*)style); return time; } GUI::GetSetting(tooltipobj, "time", time); return time; } void GUITooltip::Update(IGUIObject* Nearest, CPos MousePos, CGUI* GUI) { double now = get_time(); CStr* style = NULL; int nextstate = -1; switch (m_State) { case ST_IN_MOTION: if (MousePos == m_PreviousMousePos) { if (GetTooltip(Nearest, style)) nextstate = ST_STATIONARY_TOOLTIP; else nextstate = ST_STATIONARY_NO_TOOLTIP; } break; case ST_STATIONARY_NO_TOOLTIP: if (MousePos != m_PreviousMousePos) nextstate = ST_IN_MOTION; break; case ST_STATIONARY_TOOLTIP: if (MousePos != m_PreviousMousePos) nextstate = ST_IN_MOTION; else if (now >= m_Time) { // Make sure the tooltip still exists if (GetTooltip(Nearest, style)) nextstate = ST_SHOWING; else { // Failed to retrieve style - the object has probably been // altered, so just restart the process nextstate = ST_IN_MOTION; } } break; case ST_SHOWING: if (Nearest != m_PreviousObject) { if (GetTooltip(Nearest, style)) nextstate = ST_SHOWING; else nextstate = ST_COOLING; } break; case ST_COOLING: if (now >= m_Time) nextstate = ST_IN_MOTION; else if (Nearest != m_PreviousObject && GetTooltip(Nearest, style)) nextstate = ST_SHOWING; break; } // Handle state-entry code if (nextstate != -1) { switch (nextstate) { case ST_STATIONARY_TOOLTIP: m_Time = now + (double)GetTooltipTime(*style, GUI) / 1000.; break; case ST_SHOWING: // show tooltip ShowTooltip(Nearest, MousePos, *style, GUI); m_PreviousTooltipName = *style; break; case ST_COOLING: // hide the tooltip HideTooltip(m_PreviousTooltipName, GUI); m_Time = now + CooldownTime; break; } m_State = nextstate; } m_PreviousMousePos = MousePos; m_PreviousObject = Nearest; }