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Avoids one or two dozen unoptimizable string copies and two CPos copies, mostly in SetupText. The reference return allows to mark values as const where the previous one prevented that. This also reveals unused variables where the previous code hid them. Thus use unused variable "buffer_zone" in the otherwise unused (sinceb1422137e5, refs0f807c643a) CCheckBox::SetupText() fromb5f6d19332and use the unused variable "scrollbar" in CInput GUIM_MOUSE_PRESS_LEFT from4113aa0a36. Refs unintentionally copied DrawCall cache due to GetSetting copying inc19f3608a5, fixed in8f4f8e240f. Differential Revision: https://code.wildfiregames.com/D2215 This was SVN commit r22765.
484 lines
13 KiB
C++
484 lines
13 KiB
C++
/* 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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#include "precompiled.h"
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#include "CList.h"
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#include "gui/CGUIColor.h"
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#include "gui/CGUIScrollBarVertical.h"
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#include "lib/external_libraries/libsdl.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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CList::CList(CGUI& pGUI)
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: IGUIObject(pGUI), IGUITextOwner(pGUI), IGUIScrollBarOwner(pGUI),
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m_Modified(false), m_PrevSelectedItem(-1), m_LastItemClickTime(0)
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{
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// Add sprite_disabled! TODO
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AddSetting<float>("buffer_zone");
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AddSetting<CStrW>("font");
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AddSetting<bool>("scrollbar");
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AddSetting<CStr>("scrollbar_style");
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AddSetting<CStrW>("sound_disabled");
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AddSetting<CStrW>("sound_selected");
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AddSetting<CGUISpriteInstance>("sprite");
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AddSetting<CGUISpriteInstance>("sprite_selectarea");
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AddSetting<int>( "cell_id");
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AddSetting<EAlign>("text_align");
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AddSetting<CGUIColor>("textcolor");
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AddSetting<CGUIColor>("textcolor_selected");
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AddSetting<int>( "selected"); // Index selected. -1 is none.
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AddSetting<bool>("auto_scroll");
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AddSetting<int>( "hovered");
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AddSetting<CStrW>("tooltip");
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AddSetting<CStr>("tooltip_style");
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// Each list item has both a name (in 'list') and an associated data string (in 'list_data')
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AddSetting<CGUIList>("list");
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AddSetting<CGUIList>("list_data");
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GUI<bool>::SetSetting(this, "scrollbar", false);
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GUI<int>::SetSetting(this, "selected", -1);
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GUI<int>::SetSetting(this, "hovered", -1);
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GUI<bool>::SetSetting(this, "auto_scroll", false);
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// Add scroll-bar
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CGUIScrollBarVertical* bar = new CGUIScrollBarVertical(pGUI);
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bar->SetRightAligned(true);
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AddScrollBar(bar);
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}
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CList::~CList()
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{
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}
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void CList::SetupText()
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{
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m_Modified = true;
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const CGUIList& pList = GUI<CGUIList>::GetSetting(this, "list");
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//ENSURE(m_GeneratedTexts.size()>=1);
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m_ItemsYPositions.resize(pList.m_Items.size() + 1);
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// Delete all generated texts. Some could probably be saved,
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// but this is easier, and this function will never be called
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// continuously, or even often, so it'll probably be okay.
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m_GeneratedTexts.clear();
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const CStrW& font = GUI<CStrW>::GetSetting(this, "font");
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const bool scrollbar = GUI<bool>::GetSetting(this, "scrollbar");
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float width = GetListRect().GetWidth();
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// remove scrollbar if applicable
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if (scrollbar && GetScrollBar(0).GetStyle())
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width -= GetScrollBar(0).GetStyle()->m_Width;
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const float buffer_zone = GUI<float>::GetSetting(this, "buffer_zone");
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// Generate texts
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float buffered_y = 0.f;
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for (size_t i = 0; i < pList.m_Items.size(); ++i)
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{
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CGUIText* text;
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if (!pList.m_Items[i].GetOriginalString().empty())
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text = &AddText(pList.m_Items[i], font, width, buffer_zone, this);
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else
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{
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// Minimum height of a space character of the current font size
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CGUIString align_string;
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align_string.SetValue(L" ");
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text = &AddText(align_string, font, width, buffer_zone, this);
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}
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m_ItemsYPositions[i] = buffered_y;
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buffered_y += text->GetSize().cy;
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}
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m_ItemsYPositions[pList.m_Items.size()] = buffered_y;
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// Setup scrollbar
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if (scrollbar)
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{
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GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
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GetScrollBar(0).SetScrollSpace(GetListRect().GetHeight());
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CRect rect = GetListRect();
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GetScrollBar(0).SetX(rect.right);
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GetScrollBar(0).SetY(rect.top);
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GetScrollBar(0).SetZ(GetBufferedZ());
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GetScrollBar(0).SetLength(rect.bottom - rect.top);
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}
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}
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void CList::HandleMessage(SGUIMessage& Message)
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{
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IGUIScrollBarOwner::HandleMessage(Message);
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//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
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m_Modified = false;
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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if (Message.value == "list")
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SetupText();
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// If selected is changed, call "SelectionChange"
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if (Message.value == "selected")
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{
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// TODO: Check range
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if (GUI<bool>::GetSetting(this, "auto_scroll"))
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UpdateAutoScroll();
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// TODO only works if lower-case, shouldn't it be made case sensitive instead?
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ScriptEvent("selectionchange");
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}
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if (Message.value == "scrollbar")
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SetupText();
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// Update scrollbar
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if (Message.value == "scrollbar_style")
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{
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GetScrollBar(0).SetScrollBarStyle(GUI<CStr>::GetSetting(this, Message.value));
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SetupText();
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}
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break;
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case GUIM_MOUSE_PRESS_LEFT:
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{
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if (!GUI<bool>::GetSetting(this, "enabled"))
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{
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PlaySound("sound_disabled");
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break;
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}
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int hovered = GetHoveredItem();
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if (hovered == -1)
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break;
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GUI<int>::SetSetting(this, "selected", hovered);
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UpdateAutoScroll();
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PlaySound("sound_selected");
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if (timer_Time() - m_LastItemClickTime < SELECT_DBLCLICK_RATE && hovered == m_PrevSelectedItem)
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this->SendEvent(GUIM_MOUSE_DBLCLICK_LEFT_ITEM, "mouseleftdoubleclickitem");
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else
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this->SendEvent(GUIM_MOUSE_PRESS_LEFT_ITEM, "mouseleftclickitem");
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m_LastItemClickTime = timer_Time();
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m_PrevSelectedItem = hovered;
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break;
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}
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case GUIM_MOUSE_LEAVE:
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{
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if (GUI<int>::GetSetting(this, "hovered") == -1)
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break;
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GUI<int>::SetSetting(this, "hovered", -1);
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ScriptEvent("hoverchange");
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break;
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}
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case GUIM_MOUSE_OVER:
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{
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int hovered = GetHoveredItem();
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if (hovered == GUI<int>::GetSetting(this, "hovered"))
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break;
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GUI<int>::SetSetting(this, "hovered", hovered);
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ScriptEvent("hoverchange");
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break;
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}
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case GUIM_LOAD:
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{
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GetScrollBar(0).SetScrollBarStyle(GUI<CStr>::GetSetting(this, "scrollbar_style"));
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break;
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}
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default:
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break;
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}
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IGUITextOwner::HandleMessage(Message);
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}
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InReaction CList::ManuallyHandleEvent(const SDL_Event_* ev)
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{
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InReaction result = IN_PASS;
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if (ev->ev.type == SDL_KEYDOWN)
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{
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int szChar = ev->ev.key.keysym.sym;
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switch (szChar)
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{
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case SDLK_HOME:
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SelectFirstElement();
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UpdateAutoScroll();
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result = IN_HANDLED;
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break;
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case SDLK_END:
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SelectLastElement();
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UpdateAutoScroll();
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result = IN_HANDLED;
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break;
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case SDLK_UP:
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SelectPrevElement();
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UpdateAutoScroll();
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result = IN_HANDLED;
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break;
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case SDLK_DOWN:
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SelectNextElement();
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UpdateAutoScroll();
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result = IN_HANDLED;
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break;
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case SDLK_PAGEUP:
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GetScrollBar(0).ScrollMinusPlenty();
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result = IN_HANDLED;
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break;
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case SDLK_PAGEDOWN:
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GetScrollBar(0).ScrollPlusPlenty();
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result = IN_HANDLED;
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break;
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default: // Do nothing
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result = IN_PASS;
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}
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}
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return result;
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}
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void CList::Draw()
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{
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DrawList(GUI<int>::GetSetting(this, "selected"), "sprite", "sprite_selectarea", "textcolor");
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}
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void CList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
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{
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float bz = GetBufferedZ();
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// First call draw on ScrollBarOwner
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const bool scrollbar = GUI<bool>::GetSetting(this, "scrollbar");
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if (scrollbar)
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IGUIScrollBarOwner::Draw();
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{
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CRect rect = GetListRect();
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CGUISpriteInstance& sprite = GUI<CGUISpriteInstance>::GetSetting(this, _sprite);
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CGUISpriteInstance& sprite_selectarea = GUI<CGUISpriteInstance>::GetSetting(this, _sprite_selected);
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const int cell_id = GUI<int>::GetSetting(this, "cell_id");
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m_pGUI.DrawSprite(sprite, cell_id, bz, rect);
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float scroll = 0.f;
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if (scrollbar)
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scroll = GetScrollBar(0).GetPos();
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if (selected >= 0 && selected+1 < (int)m_ItemsYPositions.size())
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{
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// Get rectangle of selection:
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CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
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rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);
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if (rect_sel.top <= rect.bottom &&
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rect_sel.bottom >= rect.top)
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{
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if (rect_sel.bottom > rect.bottom)
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rect_sel.bottom = rect.bottom;
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if (rect_sel.top < rect.top)
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rect_sel.top = rect.top;
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if (scrollbar)
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{
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// Remove any overlapping area of the scrollbar.
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if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
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rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
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rect_sel.right = GetScrollBar(0).GetOuterRect().left;
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if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
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rect_sel.left < GetScrollBar(0).GetOuterRect().right)
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rect_sel.left = GetScrollBar(0).GetOuterRect().right;
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}
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m_pGUI.DrawSprite(sprite_selectarea, cell_id, bz+0.05f, rect_sel);
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}
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}
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const CGUIList& pList = GUI<CGUIList>::GetSetting(this, "list");
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const CGUIColor& color = GUI<CGUIColor>::GetSetting(this, _textcolor);
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for (size_t i = 0; i < pList.m_Items.size(); ++i)
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{
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if (m_ItemsYPositions[i+1] - scroll < 0 ||
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m_ItemsYPositions[i] - scroll > rect.GetHeight())
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continue;
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// Clipping area (we'll have to substract the scrollbar)
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CRect cliparea = GetListRect();
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if (scrollbar)
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{
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if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
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cliparea.right <= GetScrollBar(0).GetOuterRect().right)
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cliparea.right = GetScrollBar(0).GetOuterRect().left;
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if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
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cliparea.left < GetScrollBar(0).GetOuterRect().right)
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cliparea.left = GetScrollBar(0).GetOuterRect().right;
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}
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DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz + 0.1f, cliparea);
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}
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}
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}
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void CList::AddItem(const CStrW& str, const CStrW& data)
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{
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CGUIString gui_string;
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gui_string.SetValue(str);
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// Do not send a settings-changed message
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CGUIList& pList = GUI<CGUIList>::GetSetting(this, "list");
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pList.m_Items.push_back(gui_string);
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CGUIString data_string;
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data_string.SetValue(data);
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CGUIList& pListData = GUI<CGUIList>::GetSetting(this, "list_data");
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pListData.m_Items.push_back(data_string);
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// TODO Temp
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SetupText();
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}
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bool CList::HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile)
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{
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int elmt_item = pFile->GetElementID("item");
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if (child.GetNodeName() == elmt_item)
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{
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AddItem(child.GetText().FromUTF8(), child.GetText().FromUTF8());
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return true;
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}
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return false;
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}
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void CList::SelectNextElement()
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{
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int selected = GUI<int>::GetSetting(this, "selected");
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const CGUIList& pList = GUI<CGUIList>::GetSetting(this, "list");
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if (selected != static_cast<int>(pList.m_Items.size()) - 1)
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{
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++selected;
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GUI<int>::SetSetting(this, "selected", selected);
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PlaySound("sound_selected");
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}
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}
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void CList::SelectPrevElement()
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{
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int selected = GUI<int>::GetSetting(this, "selected");
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if (selected > 0)
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{
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--selected;
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GUI<int>::SetSetting(this, "selected", selected);
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PlaySound("sound_selected");
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}
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}
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void CList::SelectFirstElement()
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{
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if (GUI<int>::GetSetting(this, "selected") >= 0)
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GUI<int>::SetSetting(this, "selected", 0);
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}
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void CList::SelectLastElement()
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{
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const CGUIList& pList = GUI<CGUIList>::GetSetting(this, "list");
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const int index = static_cast<int>(pList.m_Items.size()) - 1;
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if (GUI<int>::GetSetting(this, "selected") != index)
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GUI<int>::SetSetting(this, "selected", index);
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}
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void CList::UpdateAutoScroll()
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{
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const int selected = GUI<int>::GetSetting(this, "selected");
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const bool scrollbar = GUI<bool>::GetSetting(this, "scrollbar");
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// No scrollbar, no scrolling (at least it's not made to work properly).
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if (!scrollbar || selected < 0 || static_cast<std::size_t>(selected) >= m_ItemsYPositions.size())
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return;
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float scroll = GetScrollBar(0).GetPos();
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// Check upper boundary
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if (m_ItemsYPositions[selected] < scroll)
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{
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GetScrollBar(0).SetPos(m_ItemsYPositions[selected]);
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return; // this means, if it wants to align both up and down at the same time
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// this will have precedence.
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}
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// Check lower boundary
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CRect rect = GetListRect();
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if (m_ItemsYPositions[selected+1]-rect.GetHeight() > scroll)
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GetScrollBar(0).SetPos(m_ItemsYPositions[selected+1]-rect.GetHeight());
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}
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int CList::GetHoveredItem()
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{
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const bool scrollbar = GUI<bool>::GetSetting(this, "scrollbar");
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const float scroll = scrollbar ? GetScrollBar(0).GetPos() : 0.f;
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const CRect& rect = GetListRect();
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CPos mouse = m_pGUI.GetMousePos();
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mouse.y += scroll;
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// Mouse is over scrollbar
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if (scrollbar && GetScrollBar(0).IsVisible() &&
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mouse.x >= GetScrollBar(0).GetOuterRect().left &&
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mouse.x <= GetScrollBar(0).GetOuterRect().right)
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return -1;
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const CGUIList& pList = GUI<CGUIList>::GetSetting(this, "list");
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for (size_t i = 0; i < pList.m_Items.size(); ++i)
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if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
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mouse.y < rect.top + m_ItemsYPositions[i + 1])
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return i;
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return -1;
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}
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