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130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "ags/shared/ac/game_version.h"
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#include "ags/shared/font/fonts.h"
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#include "ags/shared/gui/guilabel.h"
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#include "ags/shared/gui/guimain.h"
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#include "ags/shared/util/stream.h"
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#include "ags/shared/util/string_utils.h"
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#include "ags/globals.h"
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namespace AGS3 {
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std::vector<AGS::Shared::GUILabel> guilabels;
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int numguilabels = 0;
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#define GUILABEL_TEXTLENGTH_PRE272 200
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namespace AGS {
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namespace Shared {
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GUILabel::GUILabel() {
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Font = 0;
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TextColor = 0;
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TextAlignment = kHAlignLeft;
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_scEventCount = 0;
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}
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String GUILabel::GetText() const {
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return Text;
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}
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void GUILabel::Draw(Shared::Bitmap *ds) {
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check_font(&Font);
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// TODO: need to find a way to cache text prior to drawing;
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// but that will require to update all gui controls when translation is changed in game
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PrepareTextToDraw();
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if (SplitLinesForDrawing(_GP(fontLines)) == 0)
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return;
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color_t text_color = ds->GetCompatibleColor(TextColor);
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const int linespacing = getfontlinespacing(Font) + 1;
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// < 2.72 labels did not limit vertical size of text
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const bool limit_by_label_frame = loaded_game_file_version >= kGameVersion_272;
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int at_y = Y;
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for (size_t i = 0;
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i < _GP(fontLines).Count() && (!limit_by_label_frame || at_y <= Y + Height);
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++i, at_y += linespacing) {
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GUI::DrawTextAlignedHor(ds, _GP(fontLines)[i], Font, text_color, X, X + Width - 1, at_y,
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(FrameAlignment)TextAlignment);
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}
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}
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void GUILabel::SetText(const String &text) {
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Text = text;
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}
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// TODO: replace string serialization with StrUtil::ReadString and WriteString
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// methods in the future, to keep this organized.
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void GUILabel::WriteToFile(Stream *out) const {
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GUIObject::WriteToFile(out);
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StrUtil::WriteString(Text, out);
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out->WriteInt32(Font);
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out->WriteInt32(TextColor);
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out->WriteInt32(TextAlignment);
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}
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void GUILabel::ReadFromFile(Stream *in, GuiVersion gui_version) {
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GUIObject::ReadFromFile(in, gui_version);
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if (gui_version < kGuiVersion_272c)
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Text.ReadCount(in, GUILABEL_TEXTLENGTH_PRE272);
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else
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Text = StrUtil::ReadString(in);
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Font = in->ReadInt32();
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TextColor = in->ReadInt32();
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if (gui_version < kGuiVersion_350)
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TextAlignment = ConvertLegacyGUIAlignment((LegacyGUIAlignment)in->ReadInt32());
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else
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TextAlignment = (HorAlignment)in->ReadInt32();
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if (TextColor == 0)
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TextColor = 16;
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// All labels are translated at the moment
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Flags |= kGUICtrl_Translated;
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}
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void GUILabel::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) {
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GUIObject::ReadFromSavegame(in, svg_ver);
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Font = in->ReadInt32();
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TextColor = in->ReadInt32();
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Text = StrUtil::ReadString(in);
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if (svg_ver >= kGuiSvgVersion_350)
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TextAlignment = (HorAlignment)in->ReadInt32();
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}
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void GUILabel::WriteToSavegame(Stream *out) const {
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GUIObject::WriteToSavegame(out);
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out->WriteInt32(Font);
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out->WriteInt32(TextColor);
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StrUtil::WriteString(Text, out);
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out->WriteInt32(TextAlignment);
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}
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} // namespace Shared
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} // namespace AGS
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} // namespace AGS3
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