0ad/source/gui/IGUITextOwner.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

146 lines
3.9 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 "IGUITextOwner.h"
#include "gui/GUI.h"
#include "gui/scripting/JSInterface_IGUITextOwner.h"
#include <math.h>
IGUITextOwner::IGUITextOwner(CGUI& pGUI)
: IGUIObject(pGUI), m_GeneratedTextsValid(false)
{
}
IGUITextOwner::~IGUITextOwner()
{
}
void IGUITextOwner::CreateJSObject()
{
IGUIObject::CreateJSObject();
JSI_IGUITextOwner::RegisterScriptFunctions(
m_pGUI.GetScriptInterface()->GetContext(), m_JSObject);
}
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, const IGUIObject* pObject)
{
// Avoids a move constructor
m_GeneratedTexts.emplace_back(m_pGUI, Text, Font, Width, BufferZone, 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.
// TODO Gee: (2004-09-07) Make sure this is all options that can affect the text.
if (Message.value == "size" || Message.value == "z" ||
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()
{
// If an ancestor's size changed, this will let us intercept the change and
// update our text positions
IGUIObject::UpdateCachedSize();
m_GeneratedTextsValid = false;
}
void IGUITextOwner::DrawText(size_t index, const CGUIColor& color, const CPos& pos, float z, const CRect& clipping)
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
m_GeneratedTexts.at(index).Draw(m_pGUI, color, pos, z, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CPos& 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 (GUI<EVAlign>::GetSetting(this, "text_valign"))
{
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().cy / 2.f);
break;
case EVAlign_Bottom:
TextPos.y = ObjSize.bottom - Text.GetSize().cy;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
break;
}
}
CSize IGUITextOwner::CalculateTextSize()
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
if (m_GeneratedTexts.empty())
return CSize();
// GUI Object types that use multiple texts may override this function.
return m_GeneratedTexts[0].GetSize();
}
bool IGUITextOwner::MouseOverIcon()
{
return false;
}