LCOV - code coverage report
Current view: top level - source/gui/ObjectBases - IGUITextOwner.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 53 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 10 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2021 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "IGUITextOwner.h"
      21             : 
      22             : #include "gui/CGUI.h"
      23             : #include "gui/SGUIMessage.h"
      24             : #include "gui/ObjectBases/IGUIObject.h"
      25             : #include "gui/SettingTypes/CGUIString.h"
      26             : #include "maths/Vector2D.h"
      27             : 
      28             : #include <math.h>
      29             : 
      30           0 : IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
      31             : : m_pObject(pObject),
      32             :     m_GeneratedTextsValid(),
      33             :     m_TextAlign(&pObject, "text_align", EAlign::LEFT),
      34           0 :     m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
      35             : {
      36           0 : }
      37             : 
      38           0 : IGUITextOwner::~IGUITextOwner()
      39             : {
      40           0 : }
      41             : 
      42           0 : CGUIText& IGUITextOwner::AddText()
      43             : {
      44           0 :     m_GeneratedTexts.emplace_back();
      45           0 :     return m_GeneratedTexts.back();
      46             : }
      47             : 
      48           0 : CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
      49             : {
      50             :     // Avoids a move constructor
      51           0 :     m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
      52           0 :     return m_GeneratedTexts.back();
      53             : }
      54             : 
      55           0 : void IGUITextOwner::HandleMessage(SGUIMessage& Message)
      56             : {
      57           0 :     switch (Message.type)
      58             :     {
      59           0 :     case GUIM_SETTINGS_UPDATED:
      60             :         // Everything that can change the visual appearance.
      61             :         //  it is assumed that the text of the object will be dependent on
      62             :         //  these. Although that is not certain, but one will have to manually
      63             :         //  change it and disregard this function.
      64           0 :         if (Message.value == "size" || Message.value == "tooltip" ||
      65           0 :             Message.value == "absolute" || Message.value == "caption" ||
      66           0 :             Message.value == "font" || Message.value == "textcolor" ||
      67           0 :             Message.value == "text_align" || Message.value == "text_valign" ||
      68           0 :             Message.value == "buffer_zone")
      69             :         {
      70           0 :             m_GeneratedTextsValid = false;
      71             :         }
      72           0 :         break;
      73             : 
      74           0 :     default:
      75           0 :         break;
      76             :     }
      77           0 : }
      78             : 
      79           0 : void IGUITextOwner::UpdateCachedSize()
      80             : {
      81             :     // update our text positions
      82           0 :     m_GeneratedTextsValid = false;
      83           0 : }
      84             : 
      85           0 : void IGUITextOwner::UpdateText()
      86             : {
      87           0 :     if (!m_GeneratedTextsValid)
      88             :     {
      89           0 :         SetupText();
      90           0 :         m_GeneratedTextsValid = true;
      91             :     }
      92           0 : }
      93             : 
      94           0 : void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
      95             : {
      96           0 :     UpdateText();
      97             : 
      98           0 :     ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
      99             : 
     100           0 :     m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
     101           0 : }
     102             : 
     103           0 : void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
     104             : {
     105             :     // The horizontal Alignment is now computed in GenerateText in order to not have to
     106             :     // loop through all of the TextCall objects again.
     107           0 :     TextPos.X = ObjSize.left;
     108             : 
     109           0 :     switch (m_TextVAlign)
     110             :     {
     111           0 :     case EVAlign::TOP:
     112           0 :         TextPos.Y = ObjSize.top;
     113           0 :         break;
     114           0 :     case EVAlign::CENTER:
     115             :         // Round to integer pixel values, else the fonts look awful
     116           0 :         TextPos.Y = floorf(ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f);
     117           0 :         break;
     118           0 :     case EVAlign::BOTTOM:
     119           0 :         TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
     120           0 :         break;
     121           0 :     default:
     122           0 :         debug_warn(L"Broken EVAlign in CButton::SetupText()");
     123           0 :         break;
     124             :     }
     125           0 : }

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