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scummvm/engines/ags/shared/gui/guilabel.cpp
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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
* of the License, 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ags/shared/ac/game_version.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/guilabel.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"
#include "ags/globals.h"
namespace AGS3 {
std::vector<AGS::Shared::GUILabel> guilabels;
int numguilabels = 0;
#define GUILABEL_TEXTLENGTH_PRE272 200
namespace AGS {
namespace Shared {
GUILabel::GUILabel() {
Font = 0;
TextColor = 0;
TextAlignment = kHAlignLeft;
_scEventCount = 0;
}
String GUILabel::GetText() const {
return Text;
}
void GUILabel::Draw(Shared::Bitmap *ds) {
check_font(&Font);
// TODO: need to find a way to cache text prior to drawing;
// but that will require to update all gui controls when translation is changed in game
PrepareTextToDraw();
if (SplitLinesForDrawing(_GP(fontLines)) == 0)
return;
color_t text_color = ds->GetCompatibleColor(TextColor);
const int linespacing = getfontlinespacing(Font) + 1;
// < 2.72 labels did not limit vertical size of text
const bool limit_by_label_frame = loaded_game_file_version >= kGameVersion_272;
int at_y = Y;
for (size_t i = 0;
i < _GP(fontLines).Count() && (!limit_by_label_frame || at_y <= Y + Height);
++i, at_y += linespacing) {
GUI::DrawTextAlignedHor(ds, _GP(fontLines)[i], Font, text_color, X, X + Width - 1, at_y,
(FrameAlignment)TextAlignment);
}
}
void GUILabel::SetText(const String &text) {
Text = text;
}
// TODO: replace string serialization with StrUtil::ReadString and WriteString
// methods in the future, to keep this organized.
void GUILabel::WriteToFile(Stream *out) const {
GUIObject::WriteToFile(out);
StrUtil::WriteString(Text, out);
out->WriteInt32(Font);
out->WriteInt32(TextColor);
out->WriteInt32(TextAlignment);
}
void GUILabel::ReadFromFile(Stream *in, GuiVersion gui_version) {
GUIObject::ReadFromFile(in, gui_version);
if (gui_version < kGuiVersion_272c)
Text.ReadCount(in, GUILABEL_TEXTLENGTH_PRE272);
else
Text = StrUtil::ReadString(in);
Font = in->ReadInt32();
TextColor = in->ReadInt32();
if (gui_version < kGuiVersion_350)
TextAlignment = ConvertLegacyGUIAlignment((LegacyGUIAlignment)in->ReadInt32());
else
TextAlignment = (HorAlignment)in->ReadInt32();
if (TextColor == 0)
TextColor = 16;
// All labels are translated at the moment
Flags |= kGUICtrl_Translated;
}
void GUILabel::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
GUIObject::ReadFromSavegame(in, svg_ver);
Font = in->ReadInt32();
TextColor = in->ReadInt32();
Text = StrUtil::ReadString(in);
if (svg_ver >= kGuiSvgVersion_350)
TextAlignment = (HorAlignment)in->ReadInt32();
}
void GUILabel::WriteToSavegame(Stream *out) const {
GUIObject::WriteToSavegame(out);
out->WriteInt32(Font);
out->WriteInt32(TextColor);
StrUtil::WriteString(Text, out);
out->WriteInt32(TextAlignment);
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3