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0ad/source/gui/IGUITextOwner.h
T
elexis 8190293f8b Remove virtual inheritance from the codebase, refs 6b51d71c85, e21ebb37f5 e326ebae46.
Remove workaround in 3d07327837 / D2136, the pointer from IGUIObject to
IGUITextOwner that avoided the dynamic_cast.
Have the GUIObject implementing class take responsibility of calling the
virtual methods in the base classes.
Leaves the code in a clean state that can serve as an example for new
GUI object classes, such as D1346, refs #4683.

Differential Revision: https://code.wildfiregames.com/D2325
Comments By: Vladislav on IRC 2019-07-30, 2019-08-22, 2019-09-20-23
Tested on: clang 8.0.1, Jenkins

This was SVN commit r23020.
2019-09-30 14:08:14 +00:00

124 lines
3.0 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/>.
*/
/*
GUI Object Base - Text Owner
--Overview--
Interface class that enhance the IGUIObject with
cached CGUIStrings. This class is not at all needed,
and many controls that will use CGUIStrings might
not use this, but does help for regular usage such
as a text-box, a button, a radio button etc.
*/
#ifndef INCLUDED_IGUITEXTOWNER
#define INCLUDED_IGUITEXTOWNER
#include "gui/IGUIObject.h"
#include <vector>
struct CGUIColor;
class CGUIText;
class CGUIString;
/**
* Framework for handling Output text.
*/
class IGUITextOwner
{
NONCOPYABLE(IGUITextOwner);
public:
IGUITextOwner(IGUIObject& pObject);
virtual ~IGUITextOwner();
/**
* Adds a text object.
*/
CGUIText& AddText();
/**
* Adds a text generated by the given arguments.
*/
CGUIText& AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone);
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* @see IGUIObject#UpdateCachedSize()
*/
virtual void UpdateCachedSize();
/**
* Draws the Text.
*
* @param index Index value of text. Mostly this will be 0
* @param color
* @param pos Position
* @param z Z value
* @param clipping Clipping rectangle, don't even add a parameter
* to get no clipping.
*/
virtual void DrawText(size_t index, const CGUIColor& color, const CPos& pos, float z, const CRect& clipping = CRect());
/**
* Test if mouse position is over an icon
*/
virtual bool MouseOverIcon();
protected:
/**
* Setup texts. Functions that sets up all texts when changes have been made.
*/
virtual void SetupText() = 0;
/**
* Regenerate the text in case it is invalid. Should only be called when inevitable.
*/
virtual void UpdateText();
/**
* Whether the cached text is currently valid (if not then SetupText will be called by Draw)
*/
bool m_GeneratedTextsValid;
/**
* Texts that are generated and ready to be rendered.
*/
std::vector<CGUIText> m_GeneratedTexts;
/**
* Calculate the position for the text, based on the alignment.
*/
void CalculateTextPosition(CRect& ObjSize, CPos& TextPos, CGUIText& Text);
private:
/**
* Reference to the IGUIObject.
* Private, because we don't want to inherit it in multiple classes.
*/
IGUIObject& m_pObject;
};
#endif // INCLUDED_IGUITEXTOWNER