1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
|
/*
* Copyright (C) 2005-2013 Team XBMC
* http://www.xbmc.org
*
* This Program 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, or (at your option)
* any later version.
*
* This Program 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 XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#include "GUILabel.h"
#include "utils/CharsetConverter.h"
#include <limits>
CGUILabel::CGUILabel(float posX, float posY, float width, float height, const CLabelInfo& labelInfo, CGUILabel::OVER_FLOW overflow)
: m_label(labelInfo)
, m_textLayout(labelInfo.font, overflow == OVER_FLOW_WRAP, height)
, m_scrolling(overflow == OVER_FLOW_SCROLL)
, m_overflowType(overflow)
, m_selected(false)
, m_scrollInfo(50, 0, labelInfo.scrollSpeed, labelInfo.scrollSuffix)
, m_renderRect()
, m_maxRect(posX, posY, posX + width, posY + height)
, m_invalid(true)
, m_color(COLOR_TEXT)
{
}
CGUILabel::~CGUILabel(void)
{
}
bool CGUILabel::SetScrolling(bool scrolling)
{
bool changed = m_scrolling != scrolling;
m_scrolling = scrolling;
if (!m_scrolling)
m_scrollInfo.Reset();
return changed;
}
bool CGUILabel::SetOverflow(OVER_FLOW overflow)
{
bool changed = m_overflowType != overflow;
m_overflowType = overflow;
return changed;
}
bool CGUILabel::SetColor(CGUILabel::COLOR color)
{
bool changed = m_color != color;
m_color = color;
return changed;
}
color_t CGUILabel::GetColor() const
{
switch (m_color)
{
case COLOR_SELECTED:
return m_label.selectedColor;
case COLOR_DISABLED:
return m_label.disabledColor;
case COLOR_FOCUSED:
return m_label.focusedColor ? m_label.focusedColor : m_label.textColor;
default:
break;
}
return m_label.textColor;
}
bool CGUILabel::Process(unsigned int currentTime)
{
// TODO Add the correct processing
bool overFlows = (m_renderRect.Width() + 0.5f < m_textLayout.GetTextWidth()); // 0.5f to deal with floating point rounding issues
return (overFlows && m_scrolling);
}
void CGUILabel::Render()
{
color_t color = GetColor();
bool renderSolid = (m_color == COLOR_DISABLED);
bool overFlows = (m_renderRect.Width() + 0.5f < m_textLayout.GetTextWidth()); // 0.5f to deal with floating point rounding issues
if (overFlows && m_scrolling && !renderSolid)
m_textLayout.RenderScrolling(m_renderRect.x1, m_renderRect.y1, m_label.angle, color, m_label.shadowColor, 0, m_renderRect.Width(), m_scrollInfo);
else
{
float posX = m_renderRect.x1;
float posY = m_renderRect.y1;
uint32_t align = 0;
if (!overFlows)
{ // hack for right and centered multiline text, as GUITextLayout::Render() treats posX as the right hand
// or center edge of the text (see GUIFontTTF::DrawTextInternal), and this has already been taken care of
// in UpdateRenderRect(), but we wish to still pass the horizontal alignment info through (so that multiline text
// is aligned correctly), so we must undo the UpdateRenderRect() changes for horizontal alignment.
if (m_label.align & XBFONT_RIGHT)
posX += m_renderRect.Width();
else if (m_label.align & XBFONT_CENTER_X)
posX += m_renderRect.Width() * 0.5f;
if (m_label.align & XBFONT_CENTER_Y) // need to pass a centered Y so that <angle> will rotate around the correct point.
posY += m_renderRect.Height() * 0.5f;
align = m_label.align;
}
else
align |= XBFONT_TRUNCATED;
m_textLayout.Render(posX, posY, m_label.angle, color, m_label.shadowColor, align, m_overflowType == OVER_FLOW_CLIP ? m_textLayout.GetTextWidth() : m_renderRect.Width(), renderSolid);
}
}
void CGUILabel::SetInvalid()
{
m_invalid = true;
}
bool CGUILabel::UpdateColors()
{
return m_label.UpdateColors();
}
bool CGUILabel::SetMaxRect(float x, float y, float w, float h)
{
CRect oldRect = m_maxRect;
m_maxRect.SetRect(x, y, x + w, y + h);
UpdateRenderRect();
return oldRect != m_maxRect;
}
bool CGUILabel::SetAlign(uint32_t align)
{
bool changed = m_label.align != align;
m_label.align = align;
UpdateRenderRect();
return changed;
}
bool CGUILabel::SetText(const CStdString &label)
{
if (m_textLayout.Update(label, m_maxRect.Width(), m_invalid))
{ // needed an update - reset scrolling and update our text layout
m_scrollInfo.Reset();
UpdateRenderRect();
m_invalid = false;
return true;
}
else
return false;
}
bool CGUILabel::SetTextW(const CStdStringW &label)
{
if (m_textLayout.UpdateW(label, m_maxRect.Width(), m_invalid))
{
m_scrollInfo.Reset();
UpdateRenderRect();
m_invalid = false;
return true;
}
else
return false;
}
void CGUILabel::UpdateRenderRect()
{
// recalculate our text layout
float width, height;
m_textLayout.GetTextExtent(width, height);
width = std::min(width, GetMaxWidth());
if (m_label.align & XBFONT_CENTER_Y)
m_renderRect.y1 = m_maxRect.y1 + (m_maxRect.Height() - height) * 0.5f;
else
m_renderRect.y1 = m_maxRect.y1 + m_label.offsetY;
if (m_label.align & XBFONT_RIGHT)
m_renderRect.x1 = m_maxRect.x2 - width - m_label.offsetX;
else if (m_label.align & XBFONT_CENTER_X)
m_renderRect.x1 = m_maxRect.x1 + (m_maxRect.Width() - width) * 0.5f;
else
m_renderRect.x1 = m_maxRect.x1 + m_label.offsetX;
m_renderRect.x2 = m_renderRect.x1 + width;
m_renderRect.y2 = m_renderRect.y1 + height;
}
float CGUILabel::GetMaxWidth() const
{
if (m_label.width) return m_label.width;
return m_maxRect.Width() - 2*m_label.offsetX;
}
bool CGUILabel::CheckAndCorrectOverlap(CGUILabel &label1, CGUILabel &label2)
{
CRect rect(label1.m_renderRect);
if (rect.Intersect(label2.m_renderRect).IsEmpty())
return false; // nothing to do (though it could potentially encroach on the min_space requirement)
static const float min_space = 10;
// overlap vertically and horizontally - check alignment
CGUILabel &left = label1.m_renderRect.x1 <= label2.m_renderRect.x1 ? label1 : label2;
CGUILabel &right = label1.m_renderRect.x1 <= label2.m_renderRect.x1 ? label2 : label1;
if ((left.m_label.align & 3) == 0 && right.m_label.align & XBFONT_RIGHT)
{
float chopPoint = (left.m_maxRect.x1 + left.GetMaxWidth() + right.m_maxRect.x2 - right.GetMaxWidth()) * 0.5f;
// [1 [2...[2 1].|..........1] 2]
// [1 [2.....[2 | 1]..1] 2]
// [1 [2..........|.[2 1]..1] 2]
if (right.m_renderRect.x1 > chopPoint)
chopPoint = right.m_renderRect.x1 - min_space;
else if (left.m_renderRect.x2 < chopPoint)
chopPoint = left.m_renderRect.x2 + min_space;
left.m_renderRect.x2 = chopPoint - min_space;
right.m_renderRect.x1 = chopPoint + min_space;
return true;
}
return false;
}
|