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vcmi/client/windows/CMessage.cpp
Alexander Wilms 02e429e973 Fix typos using https://github.com/crate-ci/typos
Changes were reviewed manually
2024-06-24 03:47:19 +02:00

354 lines
9.4 KiB
C++

/*
* CMessage.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CMessage.h"
#include "../../lib/TextOperations.h"
#include "../gui/CGuiHandler.h"
#include "../render/CAnimation.h"
#include "../render/Canvas.h"
#include "../render/Graphics.h"
#include "../render/IFont.h"
#include "../render/IImage.h"
#include "../render/IRenderHandler.h"
#include "../widgets/Buttons.h"
#include "../widgets/CComponent.h"
#include "../widgets/Images.h"
#include "../widgets/Slider.h"
#include "../widgets/TextControls.h"
#include "../windows/InfoWindows.h"
constexpr int RIGHT_CLICK_POPUP_MIN_SIZE = 100;
constexpr int SIDE_MARGIN = 11;
constexpr int TOP_MARGIN = 20;
constexpr int BOTTOM_MARGIN = 16;
constexpr int INTERVAL_BETWEEN_BUTTONS = 18;
constexpr int INTERVAL_BETWEEN_TEXT_AND_BUTTONS = 24;
static std::array<std::shared_ptr<CAnimation>, PlayerColor::PLAYER_LIMIT_I> dialogBorders;
static std::array<std::vector<std::shared_ptr<IImage>>, PlayerColor::PLAYER_LIMIT_I> piecesOfBox;
void CMessage::init()
{
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
{
dialogBorders[i] = GH.renderHandler().loadAnimation(AnimationPath::builtin("DIALGBOX"));
dialogBorders[i]->preload();
for(int j = 0; j < dialogBorders[i]->size(0); j++)
{
auto image = dialogBorders[i]->getImage(j, 0);
//assume blue color initially
if(i != 1)
image->playerColored(PlayerColor(i));
piecesOfBox[i].push_back(image);
}
}
}
void CMessage::dispose()
{
for(auto & item : dialogBorders)
item.reset();
}
std::vector<std::string> CMessage::breakText(std::string text, size_t maxLineWidth, EFonts font)
{
assert(maxLineWidth != 0);
if(maxLineWidth == 0)
return {text};
std::vector<std::string> ret;
boost::algorithm::trim_right_if(text, boost::algorithm::is_any_of(std::string(" ")));
// each iteration generates one output line
while(text.length())
{
ui32 lineWidth = 0; //in characters or given char metric
ui32 wordBreak = -1; //last position for line break (last space character)
ui32 currPos = 0; //current position in text
bool opened = false; //set to true when opening brace is found
std::string color; //color found
size_t symbolSize = 0; // width of character, in bytes
size_t glyphWidth = 0; // width of printable glyph, pixels
// loops till line is full or end of text reached
while(currPos < text.length() && text[currPos] != 0x0a && lineWidth < maxLineWidth)
{
symbolSize = TextOperations::getUnicodeCharacterSize(text[currPos]);
glyphWidth = graphics->fonts[font]->getGlyphWidth(text.data() + currPos);
// candidate for line break
if(ui8(text[currPos]) <= ui8(' '))
wordBreak = currPos;
/* We don't count braces in string length. */
if(text[currPos] == '{')
{
opened = true;
std::smatch match;
std::regex expr("^\\{(.*?)\\|");
std::string tmp = text.substr(currPos);
if(std::regex_search(tmp, match, expr))
{
std::string colorText = match[1].str();
if(auto c = Colors::parseColor(colorText))
{
color = colorText + "|";
currPos += colorText.length() + 1;
}
}
}
else if(text[currPos] == '}')
{
opened = false;
color = "";
}
else
lineWidth += glyphWidth;
currPos += symbolSize;
}
// long line, create line break
if(currPos < text.length() && (text[currPos] != 0x0a))
{
if(wordBreak != ui32(-1))
currPos = wordBreak;
else
currPos -= symbolSize;
}
//non-blank line
if(currPos != 0)
{
ret.push_back(text.substr(0, currPos));
if(opened)
/* Close the brace for the current line. */
ret.back() += '}';
text.erase(0, currPos);
}
else if(text[currPos] == 0x0a)
{
ret.push_back(""); //add empty string, no extra actions needed
}
if(text.length() != 0 && text[0] == 0x0a)
{
/* Remove LF */
text.erase(0, 1);
}
else
{
// trim only if line does not starts with LF
// FIXME: necessary? All lines will be trimmed before returning anyway
boost::algorithm::trim_left_if(text, boost::algorithm::is_any_of(std::string(" ")));
}
if(opened)
{
/* Add an opening brace for the next line. */
if(text.length() != 0)
text.insert(0, "{" + color);
}
}
/* Trim whitespaces of every line. */
for(auto & elem : ret)
boost::algorithm::trim(elem);
return ret;
}
std::string CMessage::guessHeader(const std::string & msg)
{
size_t begin = 0;
std::string delimiters = "{}";
size_t start = msg.find_first_of(delimiters[0], begin);
size_t end = msg.find_first_of(delimiters[1], start);
if(start > msg.size() || end > msg.size())
return "";
return msg.substr(begin, end);
}
int CMessage::guessHeight(const std::string & txt, int width, EFonts font)
{
const auto f = graphics->fonts[font];
const auto lines = CMessage::breakText(txt, width, font);
size_t lineHeight = f->getLineHeight();
return lineHeight * lines.size();
}
int CMessage::getEstimatedComponentHeight(int numComps)
{
if(numComps > 8) //Bigger than 8 components - return invalid value
return std::numeric_limits<int>::max();
if(numComps > 2)
return 160; // 32px * 1 row + 20 to offset
if(numComps > 0)
return 118; // 118 px to offset
return 0;
}
void CMessage::drawIWindow(CInfoWindow * ret, std::string text, PlayerColor player)
{
// possible sizes of text boxes section of window
// game should pick smallest one that can fit text without slider
// or, if not possible - pick last one and use slider
constexpr std::array textAreaSizes = {
// FIXME: this size should only be used for single-line texts: Point(206, 72),
Point(270, 72),
Point(270, 136),
Point(270, 200),
Point(400, 136),
Point(400, 200),
Point(590, 200)
};
assert(ret && ret->text);
// STEP 1: DETERMINE SIZE OF ALL ELEMENTS
for(const auto & area : textAreaSizes)
{
ret->text->resize(area);
if(!ret->text->slider)
break; // suitable size found, use it
}
int textHeight = ret->text->pos.h;
if(ret->text->slider)
ret->text->slider->addUsedEvents(CIntObject::WHEEL | CIntObject::KEYBOARD);
int buttonsWidth = 0;
int buttonsHeight = 0;
if(!ret->buttons.empty())
{
// Compute total width of buttons
buttonsWidth = INTERVAL_BETWEEN_BUTTONS * (ret->buttons.size() - 1); // space between all buttons
for(const auto & elem : ret->buttons) //and add buttons width
{
buttonsWidth += elem->pos.w;
vstd::amax(buttonsHeight, elem->pos.h);
}
}
// STEP 2: COMPUTE WINDOW SIZE
if(ret->buttons.empty() && !ret->components)
{
// use more compact form for right-click popup with no buttons / components
ret->pos.w = std::max(RIGHT_CLICK_POPUP_MIN_SIZE, ret->text->label->textSize.x + 2 * SIDE_MARGIN);
ret->pos.h = std::max(RIGHT_CLICK_POPUP_MIN_SIZE, ret->text->label->textSize.y + TOP_MARGIN + BOTTOM_MARGIN);
}
else
{
int windowContentWidth = ret->text->pos.w;
int windowContentHeight = ret->text->pos.h;
if(ret->components)
{
vstd::amax(windowContentWidth, ret->components->pos.w);
windowContentHeight += INTERVAL_BETWEEN_TEXT_AND_BUTTONS + ret->components->pos.h;
}
if(!ret->buttons.empty())
{
vstd::amax(windowContentWidth, buttonsWidth);
windowContentHeight += INTERVAL_BETWEEN_TEXT_AND_BUTTONS + buttonsHeight;
}
ret->pos.w = windowContentWidth + 2 * SIDE_MARGIN;
ret->pos.h = windowContentHeight + TOP_MARGIN + BOTTOM_MARGIN;
}
// STEP 3: MOVE ALL ELEMENTS IN PLACE
if(ret->buttons.empty() && !ret->components)
{
ret->text->trimToFit();
ret->text->center(ret->pos.center());
}
else
{
if(ret->components)
ret->components->moveBy(Point((ret->pos.w - ret->components->pos.w) / 2, TOP_MARGIN + ret->text->pos.h + INTERVAL_BETWEEN_TEXT_AND_BUTTONS));
ret->text->trimToFit();
ret->text->moveBy(Point((ret->pos.w - ret->text->pos.w) / 2, TOP_MARGIN + (textHeight - ret->text->pos.h) / 2 ));
if(!ret->buttons.empty())
{
int buttonPosX = ret->pos.w / 2 - buttonsWidth / 2;
int buttonPosY = ret->pos.h - BOTTOM_MARGIN - ret->buttons[0]->pos.h;
for(const auto & elem : ret->buttons)
{
elem->moveBy(Point(buttonPosX, buttonPosY));
buttonPosX += elem->pos.w + INTERVAL_BETWEEN_BUTTONS;
}
}
}
ret->backgroundTexture->pos = ret->pos;
ret->center();
}
void CMessage::drawBorder(PlayerColor playerColor, Canvas & to, int w, int h, int x, int y)
{
if(playerColor.isSpectator())
playerColor = PlayerColor(1);
auto & box = piecesOfBox.at(playerColor.getNum());
// Note: this code assumes that the corner dimensions are all the same.
// Horizontal borders
int start_x = x + box[0]->width();
const int stop_x = x + w - box[1]->width();
const int bottom_y = y + h - box[7]->height() + 1;
while(start_x < stop_x)
{
// Top border
to.draw(box[6], Point(start_x, y));
// Bottom border
to.draw(box[7], Point(start_x, bottom_y));
start_x += box[6]->width();
}
// Vertical borders
int start_y = y + box[0]->height();
const int stop_y = y + h - box[2]->height() + 1;
const int right_x = x + w - box[5]->width();
while(start_y < stop_y)
{
// Left border
to.draw(box[4], Point(x, start_y));
// Right border
to.draw(box[5], Point(right_x, start_y));
start_y += box[4]->height();
}
//corners
to.draw(box[0], Point(x, y));
to.draw(box[1], Point(x + w - box[1]->width(), y));
to.draw(box[2], Point(x, y + h - box[2]->height() + 1));
to.draw(box[3], Point(x + w - box[3]->width(), y + h - box[3]->height() + 1));
}