Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TEXTIMAGE_H
#define TEXTIMAGE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui/ILocalize.h>
#include <vgui_controls/Image.h>
#include <utlvector.h>
#include <UtlSortVector.h>
class KeyValues;
namespace vgui
{
struct label_colorchange_t
{
Color color;
int textStreamIndex;
};
// Used to sort the color changes into sequential order.
class CColorChangeListLess
{
public:
bool Less( const label_colorchange_t &src1, const label_colorchange_t &src2, void *pCtx )
{
if ( src1.textStreamIndex < src2.textStreamIndex )
return true;
return false;
}
};
//-----------------------------------------------------------------------------
// Purpose: Image that handles drawing of a text string
//-----------------------------------------------------------------------------
class TextImage : public Image
{
public:
TextImage(const char *text);
TextImage(const wchar_t *wszText);
~TextImage();
public:
// takes the string and looks it up in the localization file to convert it to unicode
virtual void SetText(const char *text);
// sets unicode text directly
virtual void SetText(const wchar_t *text, bool bClearUnlocalizedSymbol = false);
// get the full text in the image
virtual void GetText(char *buffer, int bufferSize);
virtual void GetText(wchar_t *buffer, int bufferLength);
// get the text in it's unlocalized form
virtual void GetUnlocalizedText(char *buffer, int bufferSize);
virtual StringIndex_t GetUnlocalizedTextSymbol();
// set the font of the text
virtual void SetFont(vgui::HFont font);
// get the font of the text
virtual vgui::HFont GetFont();
// set the width of the text to be drawn
// use this function if the textImage is in another window to cause
// the text to be truncated to the width of the window (elipsis added)
void SetDrawWidth(int width);
// get the width of the text to be drawn
void GetDrawWidth(int &width);
void ResizeImageToContent();
void ResizeImageToContentMaxWidth( int nMaxWidth );
// set the size of the image
virtual void SetSize(int wide,int tall);
// get the full size of a text string
virtual void GetContentSize(int &wide, int &tall);
// draws the text
virtual void Paint();
void SetWrap( bool bWrap );
void RecalculateNewLinePositions();
void SetUseFallbackFont( bool bState, HFont hFallback );
void SetAllCaps( bool bAllCaps );
void SetCenterWrap( bool bWrap );
void RecalculateCenterWrapIndents();
const wchar_t *GetUText( void ) { return _utext; }
void AddColorChange( Color col, int iTextStreamIndex );
void SetColorChangeStream( CUtlSortVector<label_colorchange_t,CColorChangeListLess> *pUtlVecStream );
void ClearColorChangeStream( void ) { m_ColorChangeStream.Purge(); }
const wchar_t *GetEllipsesPosition( void ) const { return m_pwszEllipsesPosition; }
bool IsWrapping() const { return m_LineBreaks.Count() != 0; }
protected:
// truncate the _text string to fit into the draw width
void SizeText(wchar_t *tempText, int stringLength);
// gets the size of a specified piece of text
virtual void GetTextSize(int &wide, int &tall);
private:
void RecalculateEllipsesPosition();
wchar_t *_utext; // unicode version of the text
short _textBufferLen; // size of the text buffer
short _textLen; // length of the text string
vgui::HFont _font; // font of the text string
vgui::HFont _fallbackFont;
int _drawWidth; // this is the width of the window we are drawing into.
// if there is not enough room truncate the txt and add an elipsis
StringIndex_t _unlocalizedTextSymbol; // store off the unlocalized text index for build mode
wchar_t *m_pwszEllipsesPosition;
bool m_bRecalculateTruncation : 1;
bool m_bWrap : 1;
bool m_bUseFallbackFont : 1;
bool m_bRenderUsingFallbackFont : 1;
bool m_bAllCaps : 1;
CUtlVector<wchar_t *> m_LineBreaks; // an array that holds the index in the buffer to wrap lines at
bool m_bWrapCenter; // Separate from m_bWrap to ensure it doesn't break legacy code.
CUtlVector<int> m_LineXIndent; // For centered word wrap. The X indent for each line.
CUtlSortVector<label_colorchange_t,CColorChangeListLess> m_ColorChangeStream;
};
} // namespace vgui
#endif // TEXTIMAGE_H