0ad/source/gui/CText.cpp
elexis 040624acff Replace copy-assigning GUI<T>::GetSetting from c2a71e41bf with the reference returning GetSetting from 3dfa23cd25.
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 (since
b1422137e5, refs 0f807c643a) CCheckBox::SetupText() from b5f6d19332 and
use the unused variable "scrollbar" in CInput GUIM_MOUSE_PRESS_LEFT from
4113aa0a36.

Refs unintentionally copied DrawCall cache due to GetSetting copying in
c19f3608a5, fixed in 8f4f8e240f.

Differential Revision: https://code.wildfiregames.com/D2215
This was SVN commit r22765.
2019-08-23 14:43:10 +00:00

239 lines
6.8 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 "CText.h"
#include "gui/CGUIScrollBarVertical.h"
#include "gui/GUI.h"
#include "lib/ogl.h"
CText::CText(CGUI& pGUI)
: IGUIObject(pGUI), IGUIScrollBarOwner(pGUI), IGUITextOwner(pGUI)
{
AddSetting<float>("buffer_zone");
AddSetting<CGUIString>("caption");
AddSetting<int>("cell_id");
AddSetting<bool>("clip");
AddSetting<CStrW>("font");
AddSetting<bool>("scrollbar");
AddSetting<CStr>("scrollbar_style");
AddSetting<bool>("scroll_bottom");
AddSetting<bool>("scroll_top");
AddSetting<CGUISpriteInstance>("sprite");
AddSetting<EAlign>("text_align");
AddSetting<EVAlign>("text_valign");
AddSetting<CGUIColor>("textcolor");
AddSetting<CGUIColor>("textcolor_disabled");
AddSetting<CStrW>("tooltip");
AddSetting<CStr>("tooltip_style");
// Private settings
AddSetting<CStrW>("_icon_tooltip");
AddSetting<CStr>("_icon_tooltip_style");
//GUI<bool>::SetSetting(this, "ghost", true);
GUI<bool>::SetSetting(this, "scrollbar", false);
GUI<bool>::SetSetting(this, "clip", true);
// Add scroll-bar
CGUIScrollBarVertical* bar = new CGUIScrollBarVertical(pGUI);
bar->SetRightAligned(true);
AddScrollBar(bar);
// Add text
AddText();
}
CText::~CText()
{
}
void CText::SetupText()
{
if (m_GeneratedTexts.empty())
return;
const bool scrollbar = GUI<bool>::GetSetting(this, "scrollbar");
float width = m_CachedActualSize.GetWidth();
// remove scrollbar if applicable
if (scrollbar && GetScrollBar(0).GetStyle())
width -= GetScrollBar(0).GetStyle()->m_Width;
const CGUIString& caption = GUI<CGUIString>::GetSetting(this, "caption");
const CStrW& font = GUI<CStrW>::GetSetting(this, "font");
const float buffer_zone = GUI<float>::GetSetting(this, "buffer_zone");
m_GeneratedTexts[0] = CGUIText(m_pGUI, caption, font, width, buffer_zone, this);
if (!scrollbar)
CalculateTextPosition(m_CachedActualSize, m_TextPos, m_GeneratedTexts[0]);
// Setup scrollbar
if (scrollbar)
{
const bool scroll_bottom = GUI<bool>::GetSetting(this, "scroll_bottom");
const bool scroll_top = GUI<bool>::GetSetting(this, "scroll_top");
// If we are currently scrolled to the bottom of the text,
// then add more lines of text, update the scrollbar so we
// stick to the bottom.
// (Use 1.5px delta so this triggers the first time caption is set)
bool bottom = false;
if (scroll_bottom && GetScrollBar(0).GetPos() > GetScrollBar(0).GetMaxPos() - 1.5f)
bottom = true;
GetScrollBar(0).SetScrollRange(m_GeneratedTexts[0].GetSize().cy);
GetScrollBar(0).SetScrollSpace(m_CachedActualSize.GetHeight());
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
if (bottom)
GetScrollBar(0).SetPos(GetScrollBar(0).GetMaxPos());
if (scroll_top)
GetScrollBar(0).SetPos(0.0f);
}
}
void CText::HandleMessage(SGUIMessage& Message)
{
IGUIScrollBarOwner::HandleMessage(Message);
//IGUITextOwner::HandleMessage(Message); <== placed it after the switch instead!
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
if (Message.value == "scrollbar")
SetupText();
// Update scrollbar
if (Message.value == "scrollbar_style")
{
GetScrollBar(0).SetScrollBarStyle(GUI<CStr>::GetSetting(this, Message.value));
SetupText();
}
break;
case GUIM_MOUSE_WHEEL_DOWN:
{
GetScrollBar(0).ScrollPlus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_MOUSE_WHEEL_UP:
{
GetScrollBar(0).ScrollMinus();
// Since the scroll was changed, let's simulate a mouse movement
// to check if scrollbar now is hovered
SGUIMessage msg(GUIM_MOUSE_MOTION);
HandleMessage(msg);
break;
}
case GUIM_LOAD:
{
GetScrollBar(0).SetX(m_CachedActualSize.right);
GetScrollBar(0).SetY(m_CachedActualSize.top);
GetScrollBar(0).SetZ(GetBufferedZ());
GetScrollBar(0).SetLength(m_CachedActualSize.bottom - m_CachedActualSize.top);
GetScrollBar(0).SetScrollBarStyle(GUI<CStr>::GetSetting(this, "scrollbar_style"));
break;
}
default:
break;
}
IGUITextOwner::HandleMessage(Message);
}
void CText::Draw()
{
float bz = GetBufferedZ();
const bool scrollbar = GUI<bool>::GetSetting(this, "scrollbar");
if (scrollbar)
IGUIScrollBarOwner::Draw();
CGUISpriteInstance& sprite = GUI<CGUISpriteInstance>::GetSetting(this, "sprite");
const int cell_id = GUI<int>::GetSetting(this, "cell_id");
const bool clip = GUI<bool>::GetSetting(this, "clip");
m_pGUI.DrawSprite(sprite, cell_id, bz, m_CachedActualSize);
float scroll = 0.f;
if (scrollbar)
scroll = GetScrollBar(0).GetPos();
// Clipping area (we'll have to subtract the scrollbar)
CRect cliparea;
if (clip)
{
cliparea = m_CachedActualSize;
if (scrollbar)
{
// subtract scrollbar from cliparea
if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
cliparea.right <= GetScrollBar(0).GetOuterRect().right)
cliparea.right = GetScrollBar(0).GetOuterRect().left;
if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
cliparea.left < GetScrollBar(0).GetOuterRect().right)
cliparea.left = GetScrollBar(0).GetOuterRect().right;
}
}
const bool enabled = GUI<bool>::GetSetting(this, "enabled");
const CGUIColor& color = GUI<CGUIColor>::GetSetting(this, enabled ? "textcolor" : "textcolor_disabled");
if (scrollbar)
DrawText(0, color, m_CachedActualSize.TopLeft() - CPos(0.f, scroll), bz + 0.1f, cliparea);
else
DrawText(0, color, m_TextPos, bz + 0.1f, cliparea);
}
bool CText::MouseOverIcon()
{
for (const CGUIText& guitext : m_GeneratedTexts)
for (const CGUIText::SSpriteCall& spritecall : guitext.GetSpriteCalls())
{
// Check mouse over sprite
if (!spritecall.m_Area.PointInside(m_pGUI.GetMousePos() - m_CachedActualSize.TopLeft()))
continue;
// If tooltip exists, set the property
if (!spritecall.m_Tooltip.empty())
{
SetSetting("_icon_tooltip_style", spritecall.m_TooltipStyle);
SetSetting("_icon_tooltip", spritecall.m_Tooltip);
}
return true;
}
return false;
}