Author: fendrin
Date: Sat Mar 5 13:04:13 2011
New Revision: 48751
URL: http://svn.gna.org/viewcvs/wesnoth?rev=48751&view=rev
Log:
Added macros from the old wml_message. mordante, do you know a better place for
them?
Modified:
trunk/data/gui/default/macros/_initial.cfg
Modified: trunk/data/gui/default/macros/_initial.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/gui/default/macros/_initial.cfg?rev=48751&r1=48750&r2=48751&view=diff
==============================================================================
--- trunk/data/gui/default/macros/_initial.cfg (original)
+++ trunk/data/gui/default/macros/_initial.cfg Sat Mar 5 13:04:13 2011
@@ -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
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