173 lines
5.5 KiB
C++
173 lines
5.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/std/algorithm.h"
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#include "ags/shared/ac/game_version.h"
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#include "ags/shared/font/fonts.h"
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#include "ags/shared/gui/gui_label.h"
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#include "ags/shared/gui/gui_main.h"
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#include "ags/shared/util/stream.h"
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#include "ags/shared/util/string_utils.h"
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#define GUILABEL_TEXTLENGTH_PRE272 200
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namespace AGS3 {
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namespace AGS {
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namespace Shared {
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GUILabel::GUILabel() {
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Font = 0;
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TextColor = 0;
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TextAlignment = kHAlignLeft;
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_scEventCount = 0;
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}
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bool GUILabel::HasAlphaChannel() const {
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return is_font_antialiased(Font);
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}
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String GUILabel::GetText() const {
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return Text;
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}
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GUILabelMacro GUILabel::GetTextMacros() const {
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return _textMacro;
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}
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Rect GUILabel::CalcGraphicRect(bool clipped) {
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if (clipped)
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return RectWH(0, 0, _width, _height);
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// TODO: need to find a way to text position, or there'll be some repetition
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// have to precache text and size on some events:
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// - translation change
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// - macro value change (score, overhotspot etc)
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Rect rc = RectWH(0, 0, _width, _height);
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if (PrepareTextToDraw() == 0)
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return rc;
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const int linespacing = // Older engine labels used (font height + 1) as linespacing for some reason
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((_G(loaded_game_file_version) < kGameVersion_360) && (get_font_flags(Font) & FFLG_DEFLINESPACING)) ?
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(get_font_height(Font) + 1) :
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get_font_linespacing(Font);
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// < 2.72 labels did not limit vertical size of text
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const bool limit_by_label_frame = _G(loaded_game_file_version) >= kGameVersion_272;
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int at_y = 0;
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Line max_line;
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for (size_t i = 0;
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i < _GP(Lines).Count() && (!limit_by_label_frame || at_y <= _height);
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++i, at_y += linespacing) {
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Line lpos = GUI::CalcTextPositionHor(_GP(Lines)[i].GetCStr(), Font, 0, 0 + _width - 1, at_y,
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(FrameAlignment)TextAlignment);
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max_line.X2 = MAX(max_line.X2, lpos.X2);
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}
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// Include font fixes for the first and last text line,
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// in case graphical height is different, and there's a VerticalOffset
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Line vextent = GUI::CalcFontGraphicalVExtent(Font);
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Rect text_rc = RectWH(0, vextent.Y1, max_line.X2 - max_line.X1 + 1, at_y - linespacing + (vextent.Y2 - vextent.Y1));
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return SumRects(rc, text_rc);
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}
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void GUILabel::Draw(Bitmap *ds, int x, int y) {
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// TODO: need to find a way to cache text prior to drawing;
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// but that will require to update all gui controls when translation is changed in game
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if (PrepareTextToDraw() == 0)
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return;
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color_t text_color = ds->GetCompatibleColor(TextColor);
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const int linespacing = // Older engine labels used (font height + 1) as linespacing for some reason
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((_G(loaded_game_file_version) < kGameVersion_360) && (get_font_flags(Font) & FFLG_DEFLINESPACING)) ?
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(get_font_height(Font) + 1) :
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get_font_linespacing(Font);
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// < 2.72 labels did not limit vertical size of text
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const bool limit_by_label_frame = _G(loaded_game_file_version) >= kGameVersion_272;
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int at_y = y;
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for (size_t i = 0;
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i < _GP(Lines).Count() && (!limit_by_label_frame || at_y <= y + _height);
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++i, at_y += linespacing) {
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GUI::DrawTextAlignedHor(ds, _GP(Lines)[i].GetCStr(), Font, text_color, x, x + _width - 1, at_y,
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(FrameAlignment)TextAlignment);
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}
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}
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void GUILabel::SetText(const String &text) {
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if (text == Text)
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return;
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Text = text;
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// Check for macros within text
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_textMacro = GUI::FindLabelMacros(Text);
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MarkChanged();
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}
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// TODO: replace string serialization with StrUtil::ReadString and WriteString
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// methods in the future, to keep this organized.
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void GUILabel::WriteToFile(Stream *out) const {
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GUIObject::WriteToFile(out);
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StrUtil::WriteString(Text, out);
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out->WriteInt32(Font);
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out->WriteInt32(TextColor);
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out->WriteInt32(TextAlignment);
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}
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void GUILabel::ReadFromFile(Stream *in, GuiVersion gui_version) {
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GUIObject::ReadFromFile(in, gui_version);
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if (gui_version < kGuiVersion_272c)
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Text.ReadCount(in, GUILABEL_TEXTLENGTH_PRE272);
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else
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Text = StrUtil::ReadString(in);
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Font = in->ReadInt32();
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TextColor = in->ReadInt32();
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if (gui_version < kGuiVersion_350)
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TextAlignment = ConvertLegacyGUIAlignment((LegacyGUIAlignment)in->ReadInt32());
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else
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TextAlignment = (HorAlignment)in->ReadInt32();
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if (TextColor == 0)
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TextColor = 16;
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_textMacro = GUI::FindLabelMacros(Text);
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}
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void GUILabel::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
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GUIObject::ReadFromSavegame(in, svg_ver);
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Font = in->ReadInt32();
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TextColor = in->ReadInt32();
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Text = StrUtil::ReadString(in);
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if (svg_ver >= kGuiSvgVersion_350)
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TextAlignment = (HorAlignment)in->ReadInt32();
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_textMacro = GUI::FindLabelMacros(Text);
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}
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void GUILabel::WriteToSavegame(Stream *out) const {
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GUIObject::WriteToSavegame(out);
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out->WriteInt32(Font);
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out->WriteInt32(TextColor);
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StrUtil::WriteString(Text, out);
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out->WriteInt32(TextAlignment);
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}
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} // namespace Shared
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} // namespace AGS
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} // namespace AGS3
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