0ad/source/gui/ObjectBases/IGUITextOwner.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

125 lines
3.5 KiB
C++
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/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "IGUITextOwner.h"
#include "gui/CGUI.h"
#include "gui/SGUIMessage.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIString.h"
#include "maths/Vector2D.h"
#include <math.h>
IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
: m_pObject(pObject),
m_GeneratedTextsValid(),
m_TextAlign(&pObject, "text_align", EAlign::LEFT),
m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
{
}
IGUITextOwner::~IGUITextOwner()
{
}
CGUIText& IGUITextOwner::AddText()
{
m_GeneratedTexts.emplace_back();
return m_GeneratedTexts.back();
}
CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
{
// Avoids a move constructor
m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
return m_GeneratedTexts.back();
}
void IGUITextOwner::HandleMessage(SGUIMessage& Message)
{
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
// Everything that can change the visual appearance.
// it is assumed that the text of the object will be dependent on
// these. Although that is not certain, but one will have to manually
// change it and disregard this function.
if (Message.value == "size" || Message.value == "tooltip" ||
Message.value == "absolute" || Message.value == "caption" ||
Message.value == "font" || Message.value == "textcolor" ||
Message.value == "text_align" || Message.value == "text_valign" ||
Message.value == "buffer_zone")
{
m_GeneratedTextsValid = false;
}
break;
default:
break;
}
}
void IGUITextOwner::UpdateCachedSize()
{
// update our text positions
m_GeneratedTextsValid = false;
}
void IGUITextOwner::UpdateText()
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
}
void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
{
UpdateText();
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
{
// The horizontal Alignment is now computed in GenerateText in order to not have to
// loop through all of the TextCall objects again.
TextPos.X = ObjSize.left;
switch (m_TextVAlign)
{
case EVAlign::TOP:
TextPos.Y = ObjSize.top;
break;
case EVAlign::CENTER:
// Round to integer pixel values, else the fonts look awful
TextPos.Y = floorf(ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f);
break;
case EVAlign::BOTTOM:
TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
break;
}
}