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This shifts the responsibility of updating the actual size more towards IGUIObject, and enables only ever doing it when the value is actually needed. This allows us to remove the delay of size changed notifications, since the value is now already recalculated as infrequently as possible anyways. All of that ensures that the actual size (returned by GetActualSize) is always up-to-date e.g. when reading it from the parent, which was previously broken. Fixes #8200
128 lines
3.6 KiB
C++
128 lines
3.6 KiB
C++
/* Copyright (C) 2026 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 "IGUITextOwner.h"
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#include "gui/CGUIText.h"
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#include "gui/ObjectBases/IGUIObject.h"
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#include "gui/SGUIMessage.h"
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#include "gui/SettingTypes/EAlign.h"
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#include "lib/debug.h"
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#include "maths/Size2D.h"
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#include "maths/Vector2D.h"
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#include "ps/CStr.h"
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#include <string>
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IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
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: m_pObject(pObject),
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m_GeneratedTextsValid(),
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m_TextAlign(&pObject, "text_align", EAlign::LEFT),
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m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
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{
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}
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IGUITextOwner::~IGUITextOwner()
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{
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}
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CGUIText& IGUITextOwner::AddText()
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{
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m_GeneratedTexts.emplace_back();
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return m_GeneratedTexts.back();
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}
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CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
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{
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// Avoids a move constructor
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m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
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return m_GeneratedTexts.back();
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}
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void IGUITextOwner::HandleMessage(SGUIMessage& Message)
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{
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switch (Message.type)
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{
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case GUIM_SETTINGS_UPDATED:
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// Everything that can change the visual appearance.
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// it is assumed that the text of the object will be dependent on
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// these. Although that is not certain, but one will have to manually
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// change it and disregard this function.
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if (Message.value == "size" || Message.value == "tooltip" ||
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Message.value == "absolute" || Message.value == "caption" ||
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Message.value == "font" || Message.value == "textcolor" ||
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Message.value == "text_align" || Message.value == "text_valign" ||
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Message.value == "buffer_zone")
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{
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m_GeneratedTextsValid = false;
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}
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break;
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default:
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break;
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}
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}
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void IGUITextOwner::HandleSizeChanged()
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{
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// update our text positions
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m_GeneratedTextsValid = false;
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}
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void IGUITextOwner::UpdateText()
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{
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if (!m_GeneratedTextsValid)
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{
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SetupText();
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m_GeneratedTextsValid = true;
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}
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}
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void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
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{
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UpdateText();
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ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
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m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
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}
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void IGUITextOwner::CalculateTextPosition(const CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
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{
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// The horizontal Alignment is now computed in GenerateText in order to not have to
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// loop through all of the TextCall objects again.
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TextPos.X = ObjSize.left;
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switch (m_TextVAlign)
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{
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case EVAlign::TOP:
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TextPos.Y = ObjSize.top;
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break;
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case EVAlign::CENTER:
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// Round to integer pixel values, else the fonts look awful
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TextPos.Y = ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f;
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break;
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case EVAlign::BOTTOM:
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TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
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break;
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default:
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debug_warn(L"Broken EVAlign in CButton::SetupText()");
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break;
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}
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}
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