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https://gitea.wildfiregames.com/0ad/0ad
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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.
326 lines
8.4 KiB
C++
326 lines
8.4 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 "GUITooltip.h"
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#include "CGUI.h"
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#include "GUIutil.h"
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#include "IGUIObject.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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/*
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Tooltips:
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When holding the mouse stationary over an object for some amount of time,
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the tooltip is displayed. If the mouse moves off that object, the tooltip
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disappears. If the mouse re-enters an object within a short time, the new
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tooltip is displayed immediately. (This lets you run the mouse across a
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series of buttons, without waiting ages for the text to pop up every time.)
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See Visual Studio's toolbar buttons for an example.
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Implemented as a state machine:
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(where "*" lines are checked constantly, and "<" lines are handled
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on entry to that state)
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IN MOTION
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* If the mouse stops, check whether it should have a tooltip and move to
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'STATIONARY, NO TOOLTIP' or 'STATIONARY, TOOLIP'
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* If the mouse enters an object with a tooltip delay of 0, switch to 'SHOWING'
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STATIONARY, NO TOOLTIP
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* If the mouse moves, switch to 'IN MOTION'
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STATIONARY, TOOLTIP
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< Set target time = now + tooltip time
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* If the mouse moves, switch to 'IN MOTION'
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* If now > target time, switch to 'SHOWING'
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SHOWING
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< Start displaying the tooltip
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* If the mouse leaves the object, check whether the new object has a tooltip
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and switch to 'SHOWING' or 'COOLING'
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COOLING (since I can't think of a better name)
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< Stop displaying the tooltip
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< Set target time = now + cooldown time
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* If the mouse has moved and is over a tooltipped object, switch to 'SHOWING'
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* If now > target time, switch to 'STATIONARY, NO TOOLTIP'
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*/
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enum
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{
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ST_IN_MOTION,
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ST_STATIONARY_NO_TOOLTIP,
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ST_STATIONARY_TOOLTIP,
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ST_SHOWING,
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ST_COOLING
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};
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GUITooltip::GUITooltip()
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: m_State(ST_IN_MOTION), m_PreviousObject(NULL), m_PreviousTooltipName()
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{
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}
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const double CooldownTime = 0.25; // TODO: Don't hard-code this value
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bool GUITooltip::GetTooltip(IGUIObject* obj, CStr& style)
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{
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if (obj && obj->SettingExists("_icon_tooltip_style") && obj->MouseOverIcon())
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{
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style = GUI<CStr>::GetSetting(obj, "_icon_tooltip_style");
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if (!GUI<CStrW>::GetSetting(obj, "_icon_tooltip").empty())
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{
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if (style.empty())
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style = "default";
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m_IsIconTooltip = true;
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return true;
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}
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}
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if (obj && obj->SettingExists("tooltip_style"))
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{
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style = GUI<CStr>::GetSetting(obj, "tooltip_style");
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if (!GUI<CStrW>::GetSetting(obj, "tooltip").empty())
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{
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if (style.empty())
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style = "default";
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m_IsIconTooltip = false;
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return true;
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}
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}
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return false;
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}
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void GUITooltip::ShowTooltip(IGUIObject* obj, const CPos& pos, const CStr& style, CGUI& pGUI)
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{
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ENSURE(obj);
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if (style.empty())
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return;
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IGUIObject* tooltipobj = pGUI.FindObjectByName("__tooltip_" + style);
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if (!tooltipobj)
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{
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LOGERROR("Cannot find tooltip named '%s'", style.c_str());
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return;
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}
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IGUIObject* usedobj = tooltipobj; // object actually used to display the tooltip in
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const CStr& usedObjectName = GUI<CStr>::GetSetting(tooltipobj, "use_object");
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if (!usedObjectName.empty())
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{
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usedobj = pGUI.FindObjectByName(usedObjectName);
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if (!usedobj)
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{
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LOGERROR("Cannot find object named '%s' used by tooltip '%s'", usedObjectName.c_str(), style.c_str());
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return;
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}
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}
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else if (GUI<CPos>::SetSetting(usedobj, "_mousepos", pos) != PSRETURN_OK)
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debug_warn(L"Failed to set tooltip mouse position");
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GUI<bool>::SetSetting(usedobj, "hidden", false);
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const CStrW& text = GUI<CStrW>::GetSetting(obj, m_IsIconTooltip ? "_icon_tooltip" : "tooltip");
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if (usedobj->SetSetting("caption", text) != PSRETURN_OK)
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debug_warn(L"Failed to set tooltip caption");
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SGUIMessage msg(GUIM_SETTINGS_UPDATED, "caption");
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usedobj->HandleMessage(msg);
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}
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void GUITooltip::HideTooltip(const CStr& style, CGUI& pGUI)
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{
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if (style.empty())
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return;
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IGUIObject* tooltipobj = pGUI.FindObjectByName("__tooltip_" + style);
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if (!tooltipobj)
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{
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LOGERROR("Cannot find tooltip named '%s'", style.c_str());
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return;
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}
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const CStr& usedObjectName = GUI<CStr>::GetSetting(tooltipobj, "use_object");
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if (!usedObjectName.empty())
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{
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IGUIObject* usedobj = pGUI.FindObjectByName(usedObjectName);
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if (!usedobj)
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{
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LOGERROR("Cannot find object named '%s' used by tooltip '%s'", usedObjectName.c_str(), style.c_str());
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return;
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}
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usedobj->SetSetting("caption", L"");
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SGUIMessage msg(GUIM_SETTINGS_UPDATED, "caption");
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usedobj->HandleMessage(msg);
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if (GUI<bool>::GetSetting(tooltipobj, "hide_object"))
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GUI<bool>::SetSetting(usedobj, "hidden", true);
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}
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else
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GUI<bool>::SetSetting(tooltipobj, "hidden", true);
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}
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static int GetTooltipDelay(const CStr& style, CGUI& pGUI)
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{
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IGUIObject* tooltipobj = pGUI.FindObjectByName("__tooltip_" + style);
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if (!tooltipobj)
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{
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LOGERROR("Cannot find tooltip object named '%s'", style.c_str());
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return 500;
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}
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return GUI<int>::GetSetting(tooltipobj, "delay");
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}
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void GUITooltip::Update(IGUIObject* Nearest, const CPos& MousePos, CGUI& GUI)
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{
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// Called once per frame, so efficiency isn't vital
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double now = timer_Time();
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CStr style;
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int nextstate = -1;
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switch (m_State)
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{
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case ST_IN_MOTION:
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if (MousePos == m_PreviousMousePos)
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{
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if (GetTooltip(Nearest, style))
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nextstate = ST_STATIONARY_TOOLTIP;
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else
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nextstate = ST_STATIONARY_NO_TOOLTIP;
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}
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else
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{
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// Check for movement onto a zero-delayed tooltip
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if (GetTooltip(Nearest, style) && GetTooltipDelay(style, GUI)==0)
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{
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// Reset any previous tooltips completely
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//m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_SHOWING;
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}
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}
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break;
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case ST_STATIONARY_NO_TOOLTIP:
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if (MousePos != m_PreviousMousePos)
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nextstate = ST_IN_MOTION;
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break;
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case ST_STATIONARY_TOOLTIP:
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if (MousePos != m_PreviousMousePos)
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nextstate = ST_IN_MOTION;
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else if (now >= m_Time)
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{
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// Make sure the tooltip still exists
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if (GetTooltip(Nearest, style))
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nextstate = ST_SHOWING;
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else
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{
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// Failed to retrieve style - the object has probably been
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// altered, so just restart the process
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nextstate = ST_IN_MOTION;
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}
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}
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break;
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case ST_SHOWING:
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// Handle special case of icon tooltips
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if (Nearest == m_PreviousObject && (!m_IsIconTooltip || Nearest->MouseOverIcon()))
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{
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// Still showing the same object's tooltip, but the text might have changed
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if (GetTooltip(Nearest, style))
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ShowTooltip(Nearest, MousePos, style, GUI);
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}
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else
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{
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// Mouse moved onto a new object
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if (GetTooltip(Nearest, style))
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{
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CStr style_old;
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// If we're displaying a tooltip with no delay, then we want to
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// reset so that other object that should have delay can't
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// "ride this tail", it have to wait.
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// Notice that this doesn't apply to when you go from one delay=0
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// to another delay=0
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if (GetTooltip(m_PreviousObject, style_old) && GetTooltipDelay(style_old, GUI) == 0 &&
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GetTooltipDelay(style, GUI) != 0)
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{
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_IN_MOTION;
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}
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else
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{
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// Hide old scrollbar
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HideTooltip(m_PreviousTooltipName, GUI);
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nextstate = ST_SHOWING;
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}
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}
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else
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nextstate = ST_COOLING;
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}
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break;
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case ST_COOLING:
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if (GetTooltip(Nearest, style))
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nextstate = ST_SHOWING;
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else if (now >= m_Time)
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nextstate = ST_IN_MOTION;
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break;
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}
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// Handle state-entry code:
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if (nextstate != -1)
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{
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switch (nextstate)
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{
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case ST_STATIONARY_TOOLTIP:
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m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.;
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break;
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case ST_SHOWING:
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ShowTooltip(Nearest, MousePos, style, GUI);
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m_PreviousTooltipName = style;
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break;
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case ST_COOLING:
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HideTooltip(m_PreviousTooltipName, GUI);
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m_Time = now + CooldownTime;
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break;
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}
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m_State = nextstate;
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}
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m_PreviousMousePos = MousePos;
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m_PreviousObject = Nearest;
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}
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