#pragma once #include "MenuComponent.h" #include "DEFINES.h" #include "Crawler.h" #include "utils.h" INCLUDE_game class MenuLabel:public MenuComponent{ bool shadow=false; bool centered=true; int scale=1; public: inline MenuLabel(MenuType parent,geom2d::rectrect,std::string label,int scale=1,ComponentAttr attributes=ComponentAttr::NONE) :MenuComponent(parent,rect,label,MenuFunc{},ButtonAttr::UNSELECTABLE|ButtonAttr::UNSELECTABLE_VIA_KEYBOARD),scale(scale),centered(!(attributes&ComponentAttr::LEFT_ALIGN)),shadow(attributes&ComponentAttr::SHADOW){ border=attributes&ComponentAttr::OUTLINE; this->background=attributes&ComponentAttr::BACKGROUND; showDefaultLabel=false; } inline void SetLabel(std::string text){ label=text; } protected: virtual void inline Update(Crawler*game)override{ MenuComponent::Update(game); } virtual void inline Draw(Crawler*game,vf2d parentPos)override{ MenuComponent::Draw(game,parentPos); std::string wrappedText=util::WrapText(game,label,rect.size.x,true,{float(scale),float(scale)}); vf2d drawPos=parentPos+rect.middle()-vf2d{game->GetTextSizeProp(wrappedText)}*float(scale)/2; //Assume centered. if(!centered){ drawPos=vf2d{rect.pos.x+2,rect.middle().y-game->GetTextSizeProp(wrappedText).y/2}+parentPos; //We should at least vertically align here. } if(shadow){ game->DrawShadowStringProp(drawPos,wrappedText,WHITE,BLACK,{float(scale),float(scale)}); }else{ game->DrawStringProp(drawPos,wrappedText,WHITE,scale); } } };