doom3-bfg/neo/ui/FieldWindow.cpp

112 lines
3.1 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "FieldWindow.h"
void idFieldWindow::CommonInit()
{
cursorPos = 0;
lastTextLength = 0;
lastCursorPos = 0;
paintOffset = 0;
showCursor = false;
}
idFieldWindow::idFieldWindow( idUserInterfaceLocal* g ) : idWindow( g )
{
gui = g;
CommonInit();
}
idFieldWindow::~idFieldWindow()
{
}
bool idFieldWindow::ParseInternalVar( const char* _name, idTokenParser* src )
{
if( idStr::Icmp( _name, "cursorvar" ) == 0 )
{
ParseString( src, cursorVar );
return true;
}
if( idStr::Icmp( _name, "showcursor" ) == 0 )
{
showCursor = src->ParseBool();
return true;
}
return idWindow::ParseInternalVar( _name, src );
}
void idFieldWindow::CalcPaintOffset( int len )
{
lastCursorPos = cursorPos;
lastTextLength = len;
paintOffset = 0;
int tw = dc->TextWidth( text, textScale, -1 );
if( tw < textRect.w )
{
return;
}
while( tw > textRect.w && len > 0 )
{
tw = dc->TextWidth( text, textScale, --len );
paintOffset++;
}
}
void idFieldWindow::Draw( int time, float x, float y )
{
float scale = textScale;
int len = text.Length();
cursorPos = gui->State().GetInt( cursorVar );
if( len != lastTextLength || cursorPos != lastCursorPos )
{
CalcPaintOffset( len );
}
idRectangle rect = textRect;
if( paintOffset >= len )
{
paintOffset = 0;
}
if( cursorPos > len )
{
cursorPos = len;
}
dc->DrawText( &text[paintOffset], scale, 0, foreColor, rect, false, ( ( flags & WIN_FOCUS ) || showCursor ) ? cursorPos - paintOffset : -1 );
}