mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-29 15:13:01 +00:00
major update
This was SVN commit r290.
This commit is contained in:
+538
-90
@@ -6,6 +6,13 @@ gee@pyro.nu
|
||||
|
||||
//#include "stdafx."
|
||||
#include "GUI.h"
|
||||
|
||||
// Types - when including them into the engine.
|
||||
#include "CButton.h"
|
||||
#include "CText.h"
|
||||
#include "CCheckBox.h"
|
||||
#include "CRadioButton.h"
|
||||
|
||||
#include <xercesc/dom/DOM.hpp>
|
||||
#include <xercesc/parsers/XercesDOMParser.hpp>
|
||||
#include <xercesc/framework/LocalFileInputSource.hpp>
|
||||
@@ -15,6 +22,9 @@ gee@pyro.nu
|
||||
#include "XercesErrorHandler.h"
|
||||
#include "Prometheus.h"
|
||||
#include "input.h"
|
||||
#include "OverlayText.h"
|
||||
// TODO Gee: Whatever include CRect/CPos/CSize
|
||||
#include "Overlay.h"
|
||||
|
||||
#include <string>
|
||||
#include <assert.h>
|
||||
@@ -28,6 +38,12 @@ using namespace std;
|
||||
#pragma comment(lib, "xerces-c_2.lib")
|
||||
#endif
|
||||
|
||||
// TODO Gee: how to draw overlays?
|
||||
void render(COverlayText* overlaytext)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// called from main loop when (input) events are received.
|
||||
@@ -43,7 +59,7 @@ bool CGUI::HandleEvent(const SDL_Event& ev)
|
||||
{
|
||||
if(ev.type == SDL_MOUSEMOTION)
|
||||
{
|
||||
m_MouseX = ev.motion.x, m_MouseY = ev.motion.y;
|
||||
m_MousePos = CPos(ev.motion.x, ev.motion.y);
|
||||
|
||||
// pNearest will after this point at the hovered object, possibly NULL
|
||||
GUI<SGUIMessage>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
|
||||
@@ -51,14 +67,15 @@ bool CGUI::HandleEvent(const SDL_Event& ev)
|
||||
SGUIMessage(GUIM_MOUSE_MOTION));
|
||||
}
|
||||
|
||||
char buf[30];
|
||||
sprintf(buf, "type = %d", ev.type);
|
||||
TEMPmessage = buf;
|
||||
// TODO Gee: temp-stuff
|
||||
// char buf[30];
|
||||
// sprintf(buf, "type = %d", ev.type);
|
||||
//TEMPmessage = buf;
|
||||
|
||||
if (ev.type == SDL_MOUSEBUTTONDOWN)
|
||||
{
|
||||
sprintf(buf, "button = %d", ev.button.button);
|
||||
TEMPmessage = buf;
|
||||
// sprintf(buf, "button = %d", ev.button.button);
|
||||
//TEMPmessage = buf;
|
||||
}
|
||||
|
||||
// JW: (pre|post)process omitted; what're they for? why would we need any special button_released handling?
|
||||
@@ -68,6 +85,9 @@ bool CGUI::HandleEvent(const SDL_Event& ev)
|
||||
|
||||
try
|
||||
{
|
||||
// TODO Gee: Optimizations needed!
|
||||
// these two recursive function are quite overhead heavy.
|
||||
|
||||
// pNearest will after this point at the hovered object, possibly NULL
|
||||
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
|
||||
&IGUIObject::ChooseMouseOverAndClosest,
|
||||
@@ -80,70 +100,79 @@ bool CGUI::HandleEvent(const SDL_Event& ev)
|
||||
&IGUIObject::UpdateMouseOver,
|
||||
pNearest);
|
||||
|
||||
//if (ev.type == SDL_MOUSEBUTTONDOWN)
|
||||
if (ev.type == SDL_MOUSEBUTTONDOWN)
|
||||
{
|
||||
if (ev.type == SDL_MOUSEBUTTONDOWN)
|
||||
switch (ev.button.button)
|
||||
{
|
||||
switch (ev.button.button)
|
||||
{
|
||||
case SDL_BUTTON_LEFT:
|
||||
if (pNearest)
|
||||
{
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_PRESS_LEFT));
|
||||
|
||||
// some temp
|
||||
CClientArea ca;
|
||||
bool hidden;
|
||||
|
||||
/*GUI<CClientArea>::GetSetting(*this, CStr("backdrop"), CStr("size"), ca);
|
||||
GUI<bool>::GetSetting(*this, CStr("backdrop"), CStr("hidden"), hidden);
|
||||
|
||||
//hidden = !hidden;
|
||||
ca.pixel.right += 3;
|
||||
ca.pixel.bottom += 3;
|
||||
|
||||
GUI<CClientArea>::SetSetting(*this, CStr("backdrop"), CStr("size"), ca);
|
||||
GUI<bool>::SetSetting(*this, CStr("backdrop"), CStr("hidden"), hidden);
|
||||
*/ }
|
||||
break;
|
||||
|
||||
case 3: // wheel down
|
||||
if (pNearest)
|
||||
{
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_DOWN));
|
||||
}
|
||||
break;
|
||||
|
||||
case 4: // wheel up
|
||||
if (pNearest)
|
||||
{
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_UP));
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
if (ev.type == SDL_MOUSEBUTTONUP)
|
||||
{
|
||||
if (ev.button.button == SDL_BUTTON_LEFT)
|
||||
{
|
||||
if (pNearest)
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_LEFT));
|
||||
}
|
||||
|
||||
// Reset all states on all visible objects
|
||||
GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject,
|
||||
&IGUIObject::ResetStates);
|
||||
|
||||
// It will have reset the mouse over of the current hovered, so we'll
|
||||
// have to restore that
|
||||
case SDL_BUTTON_LEFT:
|
||||
if (pNearest)
|
||||
pNearest->m_MouseHovering = true;
|
||||
{
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_PRESS_LEFT));
|
||||
}
|
||||
|
||||
{
|
||||
// some temp
|
||||
/* CClientArea ca;
|
||||
bool hidden;
|
||||
|
||||
GUI<CClientArea>::GetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
|
||||
|
||||
//hidden = !hidden;
|
||||
ca.pixel.right -= 3;
|
||||
|
||||
GUI<CClientArea>::SetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
|
||||
*/ }
|
||||
break;
|
||||
|
||||
case 3: // wheel down
|
||||
if (pNearest)
|
||||
{
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_DOWN));
|
||||
}
|
||||
break;
|
||||
|
||||
case 4: // wheel up
|
||||
if (pNearest)
|
||||
{
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_UP));
|
||||
}
|
||||
break;
|
||||
|
||||
// TODO Gee: Just temp
|
||||
case SDL_BUTTON_RIGHT:
|
||||
{
|
||||
CClientArea ca;
|
||||
GUI<CClientArea>::GetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
|
||||
|
||||
//hidden = !hidden;
|
||||
ca.pixel.right -= 3;
|
||||
|
||||
GUI<CClientArea>::SetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
if (ev.type == SDL_MOUSEBUTTONUP)
|
||||
{
|
||||
if (ev.button.button == SDL_BUTTON_LEFT)
|
||||
{
|
||||
if (pNearest)
|
||||
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_LEFT));
|
||||
}
|
||||
|
||||
// Reset all states on all visible objects
|
||||
GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject,
|
||||
&IGUIObject::ResetStates);
|
||||
|
||||
// It will have reset the mouse over of the current hovered, so we'll
|
||||
// have to restore that
|
||||
if (pNearest)
|
||||
pNearest->m_MouseHovering = true;
|
||||
}
|
||||
}
|
||||
catch (PS_RESULT e)
|
||||
@@ -164,7 +193,7 @@ bool CGUI::HandleEvent(const SDL_Event& ev)
|
||||
//-------------------------------------------------------------------
|
||||
// Constructor / Destructor
|
||||
//-------------------------------------------------------------------
|
||||
CGUI::CGUI()
|
||||
CGUI::CGUI() : m_InternalNameNumber(0)
|
||||
{
|
||||
m_BaseObject = new CGUIDummyObject;
|
||||
m_BaseObject->SetGUI(this);
|
||||
@@ -198,8 +227,11 @@ void CGUI::Initialize()
|
||||
// Add base types!
|
||||
// You can also add types outside the GUI to extend the flexibility of the GUI.
|
||||
// Prometheus though will have all the object types inserted from here.
|
||||
AddObjectType("button", &CButton::ConstructObject);
|
||||
AddObjectType("text", &CText::ConstructObject);
|
||||
AddObjectType("empty", &CGUIDummyObject::ConstructObject);
|
||||
AddObjectType("button", &CButton::ConstructObject);
|
||||
AddObjectType("text", &CText::ConstructObject);
|
||||
AddObjectType("checkbox", &CCheckBox::ConstructObject);
|
||||
AddObjectType("radiobutton", &CRadioButton::ConstructObject);
|
||||
}
|
||||
|
||||
void CGUI::Process()
|
||||
@@ -301,10 +333,12 @@ void CGUI::DrawSprite(const CStr &SpriteName,
|
||||
const CRect &Clipping)
|
||||
{
|
||||
// This is not an error, it's just a choice not to draw any sprite.
|
||||
if (SpriteName == CStr("null") || SpriteName == CStr())
|
||||
if (SpriteName == CStr())
|
||||
return;
|
||||
|
||||
bool DoClipping = (Clipping != CRect(0,0,0,0));
|
||||
const char * buf = SpriteName;
|
||||
|
||||
bool DoClipping = (Clipping != CRect());
|
||||
CGUISprite Sprite;
|
||||
|
||||
// Fetch real sprite from name
|
||||
@@ -325,6 +359,9 @@ void CGUI::DrawSprite(const CStr &SpriteName,
|
||||
{
|
||||
CRect real = cit->m_Size.GetClientArea(Rect);
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(0.f, 0.f, cit->m_DeltaZ);
|
||||
|
||||
glColor3f(cit->m_BackColor.r , cit->m_BackColor.g, cit->m_BackColor.b);
|
||||
//glColor3f((float)real.right/1000.f, 0.5f, 0.5f);
|
||||
|
||||
@@ -335,6 +372,8 @@ void CGUI::DrawSprite(const CStr &SpriteName,
|
||||
glVertex2i(real.left, real.top);
|
||||
glVertex2i(real.right, real.top);
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
@@ -356,7 +395,6 @@ void CGUI::Destroy()
|
||||
}
|
||||
|
||||
delete it->second;
|
||||
it->second = NULL;
|
||||
}
|
||||
|
||||
// Clear all
|
||||
@@ -383,6 +421,8 @@ void CGUI::AddObject(IGUIObject* pObject)
|
||||
// Cache tree
|
||||
GUI<>::RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
|
||||
|
||||
// Loaded
|
||||
GUI<SGUIMessage>::RecurseObject(0, pObject, &IGUIObject::HandleMessage, SGUIMessage(GUIM_LOAD));
|
||||
}
|
||||
catch (PS_RESULT e)
|
||||
{
|
||||
@@ -413,10 +453,316 @@ void CGUI::UpdateObjects()
|
||||
|
||||
bool CGUI::ObjectExists(const CStr &Name) const
|
||||
{
|
||||
if (m_pAllObjects.count(Name))
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
return m_pAllObjects.count(Name);
|
||||
}
|
||||
|
||||
// private struct used only in GenerateText(...)
|
||||
static struct SGenerateTextImage
|
||||
{
|
||||
int m_YFrom, // The images starting location in Y
|
||||
m_YTo, // The images end location in Y
|
||||
m_Indentation; // The image width in other words
|
||||
|
||||
// Some help functions
|
||||
// TODO Gee: CRect => CPoint ?
|
||||
void SetupSpriteCall(const bool &Left, SGUIText::SSpriteCall &SpriteCall,
|
||||
const int &width, const int &y,
|
||||
const CSize &Size, const CStr &TextureName,
|
||||
const int &BufferZone)
|
||||
{
|
||||
// TODO Gee: Temp hardcoded values
|
||||
SpriteCall.m_Area.top = y+BufferZone;
|
||||
SpriteCall.m_Area.bottom = y+BufferZone + Size.cy;
|
||||
|
||||
if (Left)
|
||||
{
|
||||
SpriteCall.m_Area.left = BufferZone;
|
||||
SpriteCall.m_Area.right = Size.cx+BufferZone;
|
||||
}
|
||||
else
|
||||
{
|
||||
SpriteCall.m_Area.left = width-BufferZone - Size.cx;
|
||||
SpriteCall.m_Area.right = width-BufferZone;
|
||||
}
|
||||
|
||||
SpriteCall.m_TextureName = TextureName;
|
||||
|
||||
m_YFrom = SpriteCall.m_Area.top-BufferZone;
|
||||
m_YTo = SpriteCall.m_Area.bottom+BufferZone;
|
||||
m_Indentation = Size.cx+BufferZone*2;
|
||||
}
|
||||
};
|
||||
|
||||
SGUIText CGUI::GenerateText(const CGUIString &string, /*const CColor &Color, */
|
||||
const CStr &Font, const int &Width, const int &BufferZone)
|
||||
{
|
||||
SGUIText Text; // object we're generating
|
||||
|
||||
if (string.m_Words.size() == 0)
|
||||
return Text;
|
||||
|
||||
int x=BufferZone, y=BufferZone; // drawing pointer
|
||||
int from=0;
|
||||
bool done=false;
|
||||
|
||||
// Images on the left or the right side.
|
||||
vector<SGenerateTextImage> Images[2];
|
||||
int pos_last_img=-1; // Position in the string where last img (either left or right) were encountered.
|
||||
// in order to avoid duplicate processing.
|
||||
|
||||
// Easier to read.
|
||||
bool WordWrapping = (Width != 0);
|
||||
|
||||
// Go through string word by word
|
||||
for (int i=0; i<string.m_Words.size()-1 && !done; ++i)
|
||||
{
|
||||
// Pre-process each line one time, so we know which floating images
|
||||
// will be added for that line.
|
||||
|
||||
// Generated stuff is stored in Feedback.
|
||||
CGUIString::SFeedback Feedback;
|
||||
|
||||
// Preliminary line_height, used for word-wrapping with floating images.
|
||||
int prelim_line_height=0;
|
||||
|
||||
// Width and height of all text calls generated.
|
||||
string.GenerateTextCall(Feedback, Font, /*CColor(),*/
|
||||
string.m_Words[i], string.m_Words[i+1]);
|
||||
|
||||
// Loop through our images queues, to see if images has been added.
|
||||
|
||||
// Check if this has already been processed.
|
||||
// Also, floating images are only applicable if Word-Wrapping is on
|
||||
if (WordWrapping && i > pos_last_img)
|
||||
{
|
||||
// Loop left/right
|
||||
for (int j=0; j<2; ++j)
|
||||
{
|
||||
for (vector<CStr>::const_iterator it = Feedback.m_Images[j].begin();
|
||||
it != Feedback.m_Images[j].end();
|
||||
++it)
|
||||
{
|
||||
SGUIText::SSpriteCall SpriteCall;
|
||||
SGenerateTextImage Image;
|
||||
|
||||
// Y is if no other floating images is above, y. Else it is placed
|
||||
// after the last image, like a stack downwards.
|
||||
int _y;
|
||||
if (Images[j].size() > 0)
|
||||
_y = max(y, Images[j].back().m_YTo);
|
||||
else
|
||||
_y = y;
|
||||
|
||||
// TODO Gee: CSize temp
|
||||
CSize size; size.cx = 100; size.cy = 100;
|
||||
Image.SetupSpriteCall((j==CGUIString::SFeedback::Left), SpriteCall, Width, _y, size, CStr("white-border"), BufferZone);
|
||||
|
||||
// Check if image is the lowest thing.
|
||||
Text.m_Size.cy = max(Text.m_Size.cy, Image.m_YTo);
|
||||
|
||||
Images[j].push_back(Image);
|
||||
Text.m_SpriteCalls.push_back(SpriteCall);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pos_last_img = max(pos_last_img, i);
|
||||
|
||||
x += Feedback.m_Size.cx;
|
||||
prelim_line_height = max(prelim_line_height, Feedback.m_Size.cy);
|
||||
|
||||
// If Width is 0, then there's no word-wrapping, disable NewLine.
|
||||
if ((WordWrapping && (x > Width-BufferZone || Feedback.m_NewLine)) || i == string.m_Words.size()-2)
|
||||
{
|
||||
// Change from to i, but first keep a copy of its value.
|
||||
int temp_from = from;
|
||||
from = i;
|
||||
|
||||
static const int From=0, To=1;
|
||||
//int width_from=0, width_to=width;
|
||||
int width_range[2];
|
||||
width_range[From] = BufferZone;
|
||||
width_range[To] = Width - BufferZone;
|
||||
|
||||
// Floating images are only appicable if word-wrapping is enabled.
|
||||
if (WordWrapping)
|
||||
{
|
||||
// Decide width of the line. We need to iterate our floating images.
|
||||
// this won't be exact because we're assuming the line_height
|
||||
// will be as our preliminary calculation said. But that may change,
|
||||
// although we'd have to add a couple of more loops to try straightening
|
||||
// this problem out, and it is very unlikely to happen noticably if one
|
||||
// stuctures his text in a stylistically pure fashion. Even if not, it
|
||||
// is still quite unlikely it will happen.
|
||||
// Loop through left and right side, from and to.
|
||||
for (int j=0; j<2; ++j)
|
||||
{
|
||||
for (vector<SGenerateTextImage>::const_iterator it = Images[j].begin();
|
||||
it != Images[j].end();
|
||||
++it)
|
||||
{
|
||||
// We're working with two intervals here, the image's and the line height's.
|
||||
// let's find the union of these two.
|
||||
int union_from, union_to;
|
||||
|
||||
union_from = max(y, it->m_YFrom);
|
||||
union_to = min(y+prelim_line_height, it->m_YTo);
|
||||
|
||||
// The union is not ø
|
||||
if (union_to > union_from)
|
||||
{
|
||||
if (j == From)
|
||||
width_range[From] = max(width_range[From], it->m_Indentation);
|
||||
else
|
||||
width_range[To] = min(width_range[To], Width - it->m_Indentation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reset X for the next loop
|
||||
x = width_range[From];
|
||||
|
||||
// Now we'll do another loop to figure out the height of
|
||||
// the line (the height of the largest character). This
|
||||
// couldn't be determined in the first loop (main loop)
|
||||
// because it didn't regard images, so we don't know
|
||||
// if all characters processed, will actually be involved
|
||||
// in that line.
|
||||
int line_height=0;
|
||||
for (int j=temp_from; j<=i; ++j)
|
||||
{
|
||||
// We don't want to use Feedback now, so we'll have to use
|
||||
// another.
|
||||
CGUIString::SFeedback Feedback2;
|
||||
|
||||
string.GenerateTextCall(Feedback2, Font, /*CColor(),*/
|
||||
string.m_Words[j], string.m_Words[j+1]);
|
||||
|
||||
// Append X value.
|
||||
x += Feedback2.m_Size.cx;
|
||||
|
||||
if (WordWrapping && x > width_range[To] && j!=temp_from && !Feedback2.m_NewLine)
|
||||
break;
|
||||
|
||||
// Let line_height be the maximum m_Height we encounter.
|
||||
line_height = max(line_height, Feedback2.m_Size.cy);
|
||||
|
||||
if (WordWrapping && Feedback2.m_NewLine)
|
||||
break;
|
||||
}
|
||||
|
||||
// Reset x once more
|
||||
x = width_range[From];
|
||||
|
||||
// Do the real processing now
|
||||
for (int j=temp_from; j<=i; ++j)
|
||||
{
|
||||
// We don't want to use Feedback now, so we'll have to use
|
||||
// another.
|
||||
CGUIString::SFeedback Feedback2;
|
||||
|
||||
// Defaults
|
||||
string.GenerateTextCall(Feedback2, Font, /*Color, */
|
||||
string.m_Words[j], string.m_Words[j+1]);
|
||||
|
||||
// Iterate all and set X/Y values
|
||||
// Since X values are not set, we need to make an internal
|
||||
// iteration with an increment that will append the internal
|
||||
// x, that is what x_pointer is for.
|
||||
int x_pointer=0;
|
||||
|
||||
vector<SGUIText::STextCall>::iterator it;
|
||||
for (it = Feedback2.m_TextCalls.begin(); it != Feedback2.m_TextCalls.end(); ++it)
|
||||
{
|
||||
it->m_Pos = CPos(x + x_pointer, y + line_height - it->m_Size.cy);
|
||||
|
||||
x_pointer += it->m_Size.cx;
|
||||
|
||||
if (it->m_pSpriteCall)
|
||||
{
|
||||
it->m_pSpriteCall->m_Area =
|
||||
it->m_pSpriteCall->m_Area + it->m_Pos;
|
||||
}
|
||||
}
|
||||
|
||||
// Append X value.
|
||||
x += Feedback2.m_Size.cx;
|
||||
|
||||
Text.m_Size.cx = max(Text.m_Size.cx, x+BufferZone);
|
||||
|
||||
// The first word overrides the width limit, that we
|
||||
// do in those cases, are just draw that word even
|
||||
// though it'll extend the object.
|
||||
if (WordWrapping) // only if word-wrapping is applicable
|
||||
{
|
||||
if (Feedback2.m_NewLine)
|
||||
{
|
||||
from = j+1;
|
||||
break;
|
||||
}
|
||||
else
|
||||
if (x > width_range[To] && j==temp_from)
|
||||
{
|
||||
from = j+1;
|
||||
// do not break, since we want it to be added to m_TextCalls
|
||||
}
|
||||
else
|
||||
if (x > width_range[To])
|
||||
{
|
||||
from = j;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
|
||||
Text.m_TextCalls.insert(Text.m_TextCalls.end(), Feedback2.m_TextCalls.begin(), Feedback2.m_TextCalls.end());
|
||||
Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end());
|
||||
|
||||
if (j == string.m_Words.size()-2)
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Reset X, and append Y.
|
||||
x = 0;
|
||||
y += line_height;
|
||||
|
||||
// Update height of all
|
||||
Text.m_Size.cy = max(Text.m_Size.cy, y+BufferZone);
|
||||
|
||||
// Now if we entered as from = i, then we want
|
||||
// i being one minus that, so that it will become
|
||||
// the same i in the next loop. The difference is that
|
||||
// we're on a new line now.
|
||||
i = from-1;
|
||||
}
|
||||
}
|
||||
|
||||
return Text;
|
||||
}
|
||||
|
||||
void CGUI::DrawText(const SGUIText &Text, const CColor &DefaultColor,
|
||||
const CPos &pos, const float &z)
|
||||
{
|
||||
for (vector<SGUIText::STextCall>::const_iterator it=Text.m_TextCalls.begin();
|
||||
it!=Text.m_TextCalls.end();
|
||||
++it)
|
||||
{
|
||||
if (it->m_pSpriteCall)
|
||||
continue;
|
||||
|
||||
COverlayText txt(pos.x+it->m_Pos.x, pos.y+it->m_Pos.y,
|
||||
z, it->m_Font, it->m_String,
|
||||
(it->m_UseCustomColor?it->m_Color:DefaultColor));
|
||||
render(&txt);
|
||||
}
|
||||
|
||||
for (vector<SGUIText::SSpriteCall>::const_iterator it=Text.m_SpriteCalls.begin();
|
||||
it!=Text.m_SpriteCalls.end();
|
||||
++it)
|
||||
{
|
||||
DrawSprite(it->m_TextureName, z, it->m_Area + pos);
|
||||
}
|
||||
}
|
||||
|
||||
void CGUI::ReportParseError(const CStr &str, ...)
|
||||
@@ -427,6 +773,8 @@ void CGUI::ReportParseError(const CStr &str, ...)
|
||||
/// g_nemLog("*** GUI Tree Creation Errors");
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Important, set ParseError to true
|
||||
++m_Errors;
|
||||
/* TODO Gee: (MEGA)
|
||||
@@ -540,7 +888,7 @@ void CGUI::LoadXMLFile(const string &Filename)
|
||||
// XML Reading Xerces Specific Sub-Routines
|
||||
//===================================================================
|
||||
|
||||
void CGUI::Xerces_ReadRootObjects(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadRootObjects(DOMElement *pElement)
|
||||
{
|
||||
// Iterate main children
|
||||
// they should all be <object> elements
|
||||
@@ -558,7 +906,7 @@ void CGUI::Xerces_ReadRootObjects(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
}
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadRootSprites(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadRootSprites(DOMElement *pElement)
|
||||
{
|
||||
// Iterate main children
|
||||
// they should all be <sprite> elements
|
||||
@@ -576,7 +924,7 @@ void CGUI::Xerces_ReadRootSprites(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
}
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadRootStyles(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadRootStyles(DOMElement *pElement)
|
||||
{
|
||||
// Iterate main children
|
||||
// they should all be <styles> elements
|
||||
@@ -594,7 +942,7 @@ void CGUI::Xerces_ReadRootStyles(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
}
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadRootSetup(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadRootSetup(DOMElement *pElement)
|
||||
{
|
||||
// Iterate main children
|
||||
// they should all be <icon>, <scrollbar> or <tooltip>.
|
||||
@@ -665,7 +1013,6 @@ void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
|
||||
}
|
||||
else object->LoadStyle(*this, argStyle);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
@@ -683,6 +1030,10 @@ void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
|
||||
CStr attr_name = XMLString::transcode( attr->getName() );
|
||||
CStr attr_value = XMLString::transcode( attr->getValue() );
|
||||
|
||||
// If value is "null", then it is equivalent as never being entered
|
||||
if (attr_value == CStr("null"))
|
||||
continue;
|
||||
|
||||
// Ignore "type" and "style", we've already checked it
|
||||
if (attr_name == CStr("type") || attr_name == CStr("style") )
|
||||
continue;
|
||||
@@ -711,10 +1062,11 @@ void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
|
||||
}
|
||||
}
|
||||
|
||||
// Check if name isn't set, report error in that case
|
||||
// Check if name isn't set, generate an internal name in that case.
|
||||
if (!NameSet)
|
||||
{
|
||||
// TODO Gee: Generate internal name!
|
||||
object->SetName(CStr("__internal(") + CStr(m_InternalNameNumber) + CStr(")"));
|
||||
++m_InternalNameNumber;
|
||||
}
|
||||
|
||||
//
|
||||
@@ -759,8 +1111,15 @@ void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
|
||||
// Thank you CStr =)
|
||||
caption.Trim(PS_TRIM_BOTH);
|
||||
|
||||
// Set the setting caption to this
|
||||
GUI<CStr>::SetSetting(object, "caption", caption);
|
||||
try
|
||||
{
|
||||
// Set the setting caption to this
|
||||
object->SetSetting("caption", caption);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
// There is no harm if the object didn't have a "caption"
|
||||
}
|
||||
}
|
||||
// else
|
||||
// TODO Gee: give warning
|
||||
@@ -779,9 +1138,12 @@ void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
|
||||
}
|
||||
else
|
||||
{
|
||||
bool absolute;
|
||||
GUI<bool>::GetSetting(object, "absolute", absolute);
|
||||
|
||||
// If the object is absolute, we'll have to get the parent's Z buffered,
|
||||
// and add to that!
|
||||
if (object->GetBaseSettings().m_Absolute)
|
||||
if (absolute)
|
||||
{
|
||||
GUI<float>::SetSetting(object, "z", pParent->GetBufferedZ() + 10.f);
|
||||
}
|
||||
@@ -811,7 +1173,7 @@ void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
|
||||
}
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadSprite(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadSprite(DOMElement *pElement)
|
||||
{
|
||||
assert(pElement);
|
||||
|
||||
@@ -862,7 +1224,7 @@ void CGUI::Xerces_ReadSprite(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
m_Sprites[name] = sprite;
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadImage(XERCES_CPP_NAMESPACE::DOMElement *pElement, CGUISprite &parent)
|
||||
void CGUI::Xerces_ReadImage(DOMElement *pElement, CGUISprite &parent)
|
||||
{
|
||||
assert(pElement);
|
||||
|
||||
@@ -899,6 +1261,16 @@ void CGUI::Xerces_ReadImage(XERCES_CPP_NAMESPACE::DOMElement *pElement, CGUISpri
|
||||
else image.m_Size = ca;
|
||||
}
|
||||
else
|
||||
if (attr_name == CStr("z-level"))
|
||||
{
|
||||
int z_level;
|
||||
if (!GUI<int>::ParseString(attr_value, z_level))
|
||||
{
|
||||
// TODO Gee: Error
|
||||
}
|
||||
else image.m_DeltaZ = (float)z_level/100.f;
|
||||
}
|
||||
else
|
||||
if (attr_name == CStr("backcolor"))
|
||||
{
|
||||
CColor color;
|
||||
@@ -923,7 +1295,7 @@ void CGUI::Xerces_ReadImage(XERCES_CPP_NAMESPACE::DOMElement *pElement, CGUISpri
|
||||
parent.AddImage(image);
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadStyle(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadStyle(DOMElement *pElement)
|
||||
{
|
||||
assert(pElement);
|
||||
|
||||
@@ -958,7 +1330,7 @@ void CGUI::Xerces_ReadStyle(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
m_Styles[name] = style;
|
||||
}
|
||||
|
||||
void CGUI::Xerces_ReadScrollBarStyle(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
void CGUI::Xerces_ReadScrollBarStyle(DOMElement *pElement)
|
||||
{
|
||||
assert(pElement);
|
||||
|
||||
@@ -978,6 +1350,9 @@ void CGUI::Xerces_ReadScrollBarStyle(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
CStr attr_name = XMLString::transcode( attr->getName() );
|
||||
CStr attr_value = XMLString::transcode( attr->getValue() );
|
||||
|
||||
if (attr_value == CStr("null"))
|
||||
continue;
|
||||
|
||||
if (attr_name == CStr("name"))
|
||||
name = attr_value;
|
||||
else
|
||||
@@ -990,6 +1365,79 @@ void CGUI::Xerces_ReadScrollBarStyle(XERCES_CPP_NAMESPACE::DOMElement *pElement)
|
||||
}
|
||||
scrollbar.m_Width = i;
|
||||
}
|
||||
else
|
||||
if (attr_name == CStr("minimum-bar-size"))
|
||||
{
|
||||
int i;
|
||||
if (!GUI<int>::ParseString(attr_value, i))
|
||||
{
|
||||
// TODO Gee: Report in log file
|
||||
}
|
||||
scrollbar.m_MinimumBarSize = i;
|
||||
}
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-top"))
|
||||
scrollbar.m_SpriteButtonTop = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-top-pressed"))
|
||||
scrollbar.m_SpriteButtonTopPressed = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-top-disabled"))
|
||||
scrollbar.m_SpriteButtonTopDisabled = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-top-over"))
|
||||
scrollbar.m_SpriteButtonTopOver = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-bottom"))
|
||||
scrollbar.m_SpriteButtonBottom = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-bottom-pressed"))
|
||||
scrollbar.m_SpriteButtonBottomPressed = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-bottom-disabled"))
|
||||
scrollbar.m_SpriteButtonBottomDisabled = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-button-bottom-over"))
|
||||
scrollbar.m_SpriteButtonBottomOver = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-back-vertical"))
|
||||
scrollbar.m_SpriteBackVertical = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-bar-vertical"))
|
||||
scrollbar.m_SpriteBarVertical = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-bar-vertical-over"))
|
||||
scrollbar.m_SpriteBarVerticalOver = attr_value;
|
||||
else
|
||||
if (attr_name == CStr("sprite-bar-vertical-pressed"))
|
||||
scrollbar.m_SpriteBarVerticalPressed = attr_value;
|
||||
|
||||
/*
|
||||
CStr m_SpriteButtonTop;
|
||||
CStr m_SpriteButtonTopPressed;
|
||||
CStr m_SpriteButtonTopDisabled;
|
||||
|
||||
CStr m_SpriteButtonBottom;
|
||||
CStr m_SpriteButtonBottomPressed;
|
||||
CStr m_SpriteButtonBottomDisabled;
|
||||
|
||||
CStr m_SpriteScrollBackHorizontal;
|
||||
CStr m_SpriteScrollBarHorizontal;
|
||||
|
||||
|
||||
CStr m_SpriteButtonLeft;
|
||||
CStr m_SpriteButtonLeftPressed;
|
||||
CStr m_SpriteButtonLeftDisabled;
|
||||
|
||||
CStr m_SpriteButtonRight;
|
||||
CStr m_SpriteButtonRightPressed;
|
||||
CStr m_SpriteButtonRightDisabled;
|
||||
|
||||
CStr m_SpriteScrollBackVertical;
|
||||
CStr m_SpriteScrollBarVertical;
|
||||
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
Reference in New Issue
Block a user