Added macros from the old wml_message.

mordante, do you know a better place for them?
This commit is contained in:
Fabian Müller 2011-03-05 12:04:13 +00:00
parent 0b56dba63a
commit 3e96305e73

View file

@ -278,3 +278,143 @@
18
#enddef
#TODO change comments a little
###
### The in game portrait dialogs.
### Due to the excessive amount of dialogs it's not possible to split off the
### window definitions. So this unit is a bit larger as wanted.
###
# These might become global have to evaluate later.
#define _GUI_HEIGHT_OFFSET
25#enddef
# helper convert the scale factor, since we use it in two places define it as
# helper value. (Two the not working and working version, but want to avoid
# surprises when the not working version is fixed).
#define __GUI_SIZE_FACTOR
3#enddef
### The formula language doesn't support variables so macros are used to
### emulate them. This makes the code what harder to read, so the algorithm for
### __GUI_IMAGE_WIDTH is described here:
###
### if gamemap_width <= TEXT_WIDTH_SATURATION
### __GUI_IMAGE_WIDTH = gamemap_width / 3
### else
### # Text reached it maximum width, take all space.
### __GUI_IMAGE_WIDTH = gamemap_width - MAX_TEXT_WIDTH
### fi
###
### if __GUI_IMAGE_WIDTH < 250
### __GUI_IMAGE_WIDTH = 250
### fi
###
### if __GUI_IMAGE_WIDTH > 500
### __GUI_IMAGE_WIDTH = 500
### fi
#define __GUI_MAX_HEIGHT
(gamemap_height - 4)
#enddef
# The maximum width of the text
#define MAX_TEXT_WIDTH
675
#enddef
# gamemap_width width needed to reach the MAX_TEXT_WIDTH
#define TEXT_WIDTH_SATURATION
((3 * {_GUI_HEIGHT_OFFSET}) / 2)
#enddef
#define BEST_WIDTH
(if(gamemap_width > {TEXT_WIDTH_SATURATION}, gamemap_width - {MAX_TEXT_WIDTH}, (gamemap_width / {__GUI_SIZE_FACTOR})))
#enddef
#define __GUI_BEST_SIZE
(if({BEST_WIDTH} > {__GUI_MAX_HEIGHT}, {__GUI_MAX_HEIGHT}, {BEST_WIDTH}))
#enddef
#define ___GUI_IMAGE_WIDTH
if({__GUI_BEST_SIZE} < 250, 250,
if({__GUI_BEST_SIZE} > 500, 500, {__GUI_BEST_SIZE})
)
#enddef
# This is the version with debug info
#define __GUI_IMAGE_WIDTH
([[
debug_print('screen_width ', screen_width),
debug_print('screen_height ', screen_height),
debug_print('gamemap_width ', gamemap_width),
debug_print('gamemap_height ', gamemap_height),
debug_print('__GUI_MAX_HEIGHT ', {__GUI_MAX_HEIGHT}),
debug_print('BEST_WIDTH ', {BEST_WIDTH}),
debug_print('__GUI_BEST_SIZE ', {__GUI_BEST_SIZE})
],
{___GUI_IMAGE_WIDTH}
][1]
)
#enddef
#undef __GUI_IMAGE_WIDTH
# This is the version without debug info
#define __GUI_IMAGE_WIDTH
({___GUI_IMAGE_WIDTH})#enddef
# This is the macro for the image width which is can be used as string
# parameter.
#define _GUI_IMAGE_WIDTH
"{__GUI_IMAGE_WIDTH}"#enddef
# the value the image needs to be scaled by, this version can be used as string
# parameter.
#define _GUI_IMAGE_SCALE_FACTOR
(
{__GUI_IMAGE_WIDTH} / 500
)#enddef
# The formula to set the widthe of the real image width depending on the
# image real size
#define __GUI_IMAGE_DISPLAYED_WIDTH
(
if((image_original_width < 300) and (image_original_height < 300),
image_original_width,
((image_original_width * {__GUI_IMAGE_WIDTH}) / 500))
)#enddef
# The formula to set the heighte of the real image height depending on the
# image real size
#define __GUI_IMAGE_DISPLAYED_HEIGHT
(
if((image_original_width < 300) and (image_original_height < 300),
image_original_height,
((image_original_height * {__GUI_IMAGE_WIDTH}) / 500))
)#enddef
# The X location of the image to display, only tested on the left side.
#define __GUI_IMAGE_DISPLAYED_X X
(
if(image_original_width > 100,
{X},
({__GUI_IMAGE_WIDTH} - image_width) / 2)
)#enddef
# The Y location of the image to display, only tested on the left side.
# Note since we don't know the exact height of the text we can't centre
# the image. Instead we use the centre of the reserved image space.
#
# TODO the Y can't be determined properly since we don't know the height
# of the panel. Disabled the centring for now.
#
#define __GUI_IMAGE_DISPLAYED_Y
(
if(image_original_height > 0,
(height - image_height),
height - (({__GUI_IMAGE_WIDTH} - image_height) / 2))
)#enddef