0ad/source/gui/CTooltip.cpp
elexis 415939b59b Introduce CGUIColor type inheriting Color type and switch the GUI to exclusively use that.
The type differs from the Color type, because contrary to Color, it can
be created from a color predefined in the GUI page (such as "yellow").
Move this predefined color check to the new class instead of hardcoding
it in FromJSVal / ToJSVal, GUIUtil, JSInterface_IGUIObject and to
straighten the latter.

Delete fov_wedge_color from Minimap, unused since introduction in
5275dc862b.

This was SVN commit r22558.
2019-07-26 18:57:28 +00:00

174 lines
4.9 KiB
C++

/* Copyright (C) 2019 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 "CTooltip.h"
#include "CGUI.h"
#include <algorithm>
CTooltip::CTooltip()
{
// If the tooltip is an object by itself:
AddSetting(GUIST_float, "buffer_zone");
AddSetting(GUIST_CGUIString, "caption");
AddSetting(GUIST_CStrW, "font");
AddSetting(GUIST_CGUISpriteInstance, "sprite");
AddSetting(GUIST_int, "delay");
AddSetting(GUIST_CGUIColor, "textcolor");
AddSetting(GUIST_float, "maxwidth");
AddSetting(GUIST_CPos, "offset");
AddSetting(GUIST_EVAlign, "anchor");
AddSetting(GUIST_EAlign, "text_align");
// This is used for tooltips that are hidden/revealed manually by scripts, rather than through the standard tooltip display mechanism
AddSetting(GUIST_bool, "independent");
// If the tooltip is just a reference to another object:
AddSetting(GUIST_CStr, "use_object");
AddSetting(GUIST_bool, "hide_object");
// Private settings:
AddSetting(GUIST_CPos, "_mousepos");
// Defaults
GUI<int>::SetSetting(this, "delay", 500);
GUI<EVAlign>::SetSetting(this, "anchor", EVAlign_Bottom);
GUI<EAlign>::SetSetting(this, "text_align", EAlign_Left);
// Set up a blank piece of text, to be replaced with a more
// interesting message later
AddText(new SGUIText());
}
CTooltip::~CTooltip()
{
}
void CTooltip::SetupText()
{
if (!GetGUI())
return;
ENSURE(m_GeneratedTexts.size() == 1);
CStrW font;
if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
font = L"default";
float buffer_zone = 0.f;
GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
CGUIString caption;
GUI<CGUIString>::GetSetting(this, "caption", caption);
float max_width = 0.f;
GUI<float>::GetSetting(this, "maxwidth", max_width);
*m_GeneratedTexts[0] = GetGUI()->GenerateText(caption, font, max_width, buffer_zone, this);
// Position the tooltip relative to the mouse:
CPos mousepos, offset;
EVAlign anchor;
bool independent;
GUI<bool>::GetSetting(this, "independent", independent);
if (independent)
mousepos = GetMousePos();
else
GUI<CPos>::GetSetting(this, "_mousepos", mousepos);
GUI<CPos>::GetSetting(this, "offset", offset);
GUI<EVAlign>::GetSetting(this, "anchor", anchor);
float textwidth = m_GeneratedTexts[0]->m_Size.cx;
float textheight = m_GeneratedTexts[0]->m_Size.cy;
CClientArea size;
size.pixel.left = mousepos.x + offset.x;
size.pixel.right = size.pixel.left + textwidth;
switch (anchor)
{
case EVAlign_Top:
size.pixel.top = mousepos.y + offset.y;
size.pixel.bottom = size.pixel.top + textheight;
break;
case EVAlign_Bottom:
size.pixel.bottom = mousepos.y + offset.y;
size.pixel.top = size.pixel.bottom - textheight;
break;
case EVAlign_Center:
size.pixel.top = mousepos.y + 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 the screen:
extern int g_xres, g_yres;
extern float g_GuiScale;
float screenw = g_xres / g_GuiScale;
float screenh = g_yres / g_GuiScale;
if (size.pixel.top < 0.f)
size.pixel.bottom -= size.pixel.top, size.pixel.top = 0.f;
else if (size.pixel.bottom > screenh)
size.pixel.top -= (size.pixel.bottom-screenh), size.pixel.bottom = screenh;
if (size.pixel.left < 0.f)
size.pixel.right -= size.pixel.left, size.pixel.left = 0.f;
else if (size.pixel.right > screenw)
size.pixel.left -= (size.pixel.right-screenw), size.pixel.right = screenw;
GUI<CClientArea>::SetSetting(this, "size", size);
}
void CTooltip::HandleMessage(SGUIMessage& Message)
{
IGUITextOwner::HandleMessage(Message);
}
void CTooltip::Draw()
{
if (!GetGUI())
return;
float z = 900.f; // TODO: Find a nicer way of putting the tooltip on top of everything else
CGUISpriteInstance* sprite;
GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
// 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;
}
GetGUI()->DrawSprite(*sprite, 0, z, m_CachedActualSize);
CGUIColor color;
GUI<CGUIColor>::GetSetting(this, "textcolor", color);
DrawText(0, color, m_CachedActualSize.TopLeft(), z+0.1f);
}