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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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235 lines
5.6 KiB
C++
235 lines
5.6 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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//////////////
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// Includes //
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//////////////
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// Client
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#include "text.h"
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#include "interfaces_manager.h"
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////////////////
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// Namespaces //
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////////////////
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using namespace NL3D;
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/////////////
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// Externs //
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/////////////
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extern UTextContext *TextContext;
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uint32 inin;
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//-----------------------------------------------
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// CText :
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// Constructor.
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//-----------------------------------------------
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CText::CText(uint id)
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: CControl(id)
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{
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init(ucstring(""));
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}// CText //
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//-----------------------------------------------
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// CText :
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// Constructor.
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//-----------------------------------------------
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CText::CText(uint id, float x, float y, float x_pixel, float y_pixel, const ucstring &text, const CPen &pen)
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: CControl(id, x, y, x_pixel, y_pixel, 0.f, 0.f, 0.f, 0.f), CPen(pen)
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{
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init(text);
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}// CText //
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//-----------------------------------------------
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// CText :
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// Constructor.
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//-----------------------------------------------
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CText::CText(uint id, float x, float y, float x_pixel, float y_pixel, const ucstring &text, uint32 fontSize, CRGBA color, bool shadow)
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: CControl(id, x, y, x_pixel, y_pixel, 0.f, 0.f, 0.f, 0.f), CPen(fontSize, color, shadow)
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{
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init(text);
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}// CText //
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//-----------------------------------------------
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// init :
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// Initialize the button (1 function called for all constructors -> easier).
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//-----------------------------------------------
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void CText::init(const ucstring &text)
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{
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calculateDisplay();
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_Text = text;
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this->text( text );
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}// init //
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//-----------------------------------------------
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// display :
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// Display the text.
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//-----------------------------------------------
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void CText::display()
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{
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// If the control is hide -> return
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if(!_Show)
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return;
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/* TextContext->setShaded(_Shadow);
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*/ TextContext->setHotSpot(_TextHotSpot);
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/* TextContext->setColor(_Color);
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TextContext->setFontSize(_FontSize);
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*/ //TextContext->printAt(_X_Display, _Y_Display, _Text);
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TextContext->printAt(_X_Display, _Y_Display, _Index);
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}// display //
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//-----------------------------------------------
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// Get the Text.
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//-----------------------------------------------
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ucstring CText::text()
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{
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return _Text;
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}
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//-----------------------------------------------
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// Set the Text.
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//-----------------------------------------------
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void CText::text(ucstring txt)
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{
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bool shadow;
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uint32 fontSize;
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// get the current text context param
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shadow = TextContext->getShaded();
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fontSize = TextContext->getFontSize();
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_Text = txt;
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TextContext->setShaded(_Shadow);
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TextContext->setColor(_Color);
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TextContext->setFontSize(_FontSize);
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TextContext->erase( _Index );
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_Index = TextContext->textPush( _Text );
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_Info = TextContext->getStringInfo( _Index);
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// restore old values
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TextContext->setShaded(shadow);
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TextContext->setFontSize(fontSize);
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}
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//-----------------------------------------------
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// calculateDisplay :
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// Calculate the Display X, Y, Width, Height.
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//-----------------------------------------------
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void CText::calculateDisplay()
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{
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uint32 w, h;
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CInterfMngr::getWindowSize(w, h);
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// Calculate the HotSpot.
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calculateHS();
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_X_Display = _X_Ref + _X*_W_Ref + _X_Pixel/w;
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_Y_Display = _Y_Ref + _Y*_H_Ref + _Y_Pixel/h;
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// Calculate the display Width and Height.
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_W_Display = _Info.StringWidth / w;
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_H_Display = _Info.StringHeight / h;
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_W_Pixel = _Info.StringWidth;
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_H_Pixel = _Info.StringHeight;
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}// calculateDisplay //
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//-----------------------------------------------
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// calculateHS :
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// Calculate the display position of the control in relation to the position of the control (Hot Spot).
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//-----------------------------------------------
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void CText::calculateHS()
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{
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switch(_HotSpot)
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{
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case HS_TL:
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_TextHotSpot = UTextContext::BottomRight;
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break;
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case HS_TM:
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_TextHotSpot = UTextContext::MiddleBottom;
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break;
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case HS_TR:
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_TextHotSpot = UTextContext::BottomLeft;
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break;
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case HS_ML:
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_TextHotSpot = UTextContext::MiddleRight;
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break;
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case HS_MM:
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_TextHotSpot = UTextContext::MiddleMiddle;
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break;
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case HS_MR:
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_TextHotSpot = UTextContext::MiddleLeft;
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break;
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case HS_BL:
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_TextHotSpot = UTextContext::TopRight;
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break;
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case HS_BM:
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_TextHotSpot = UTextContext::MiddleTop;
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break;
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case HS_BR:
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_TextHotSpot = UTextContext::TopLeft;
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break;
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}
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}// calculateHS //
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//-----------------------------------------------
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// fontSize :
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// Set the font size.
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//-----------------------------------------------
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void CText::fontSize(uint32 fs)
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{
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_FontSize = fs;
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text( _Text );
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}// fontSize //
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//-----------------------------------------------
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// color :
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// Set the pen color.
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//-----------------------------------------------
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void CText::color(CRGBA color)
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{
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_Color = color;
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text( _Text );
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}// color //
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//-----------------------------------------------
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// shadow:
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// Set the shadow state.
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//-----------------------------------------------
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void CText::shadow(bool s)
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{
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_Shadow = s;
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text( _Text );
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}// shadow //
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