scummvm/gui/dialog.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
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#include "common/events.h"
#include "gui/GuiManager.h"
#include "gui/dialog.h"
#include "gui/widget.h"
#include "gui/PopUpWidget.h"
#include "common/system.h"
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namespace GUI {
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/*
* TODO list
* - add some sense of the window being "active" (i.e. in front) or not. If it
* was inactive and just became active, reset certain vars (like who is focused).
* Maybe we should just add lostFocus and receivedFocus methods to Dialog, just
* like we have for class Widget?
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* ...
*/
Dialog::Dialog(int x, int y, int w, int h)
: GuiObject(x, y, w, h),
_mouseWidget(0), _focusedWidget(0), _dragWidget(0), _visible(false),
_backgroundType(GUI::ThemeEngine::kDialogBackgroundDefault) {
// Some dialogs like LauncherDialog use internally a fixed size, even though
// their widgets rely on the layout to be initialized correctly by the theme.
// Thus we need to catch screen changes here too. If we do not do that, it
// will for example crash after returning to the launcher when the user
// started a 640x480 game with a non 1x scaler.
g_gui.checkScreenChange();
}
Dialog::Dialog(const Common::String &name)
: GuiObject(name),
_mouseWidget(0), _focusedWidget(0), _dragWidget(0), _visible(false),
_backgroundType(GUI::ThemeEngine::kDialogBackgroundDefault) {
// It may happen that we have 3x scaler in launcher (960xY) and then 640x480
// game will be forced to 1x. At this stage GUI will not be aware of
// resolution change, so widgets will be off screen. This forces it to
// recompute
//
// Fixes bug #1590596: "HE: When 3x graphics are choosen, F5 crashes game"
// and bug #1595627: "SCUMM: F5 crashes game (640x480)"
g_gui.checkScreenChange();
}
int Dialog::runModal() {
// Open up
open();
// Start processing events
g_gui.runLoop();
// Return the result code
return _result;
}
void Dialog::open() {
_result = 0;
_visible = true;
g_gui.openDialog(this);
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Widget *w = _firstWidget;
// Search for the first objects that wantsFocus() (if any) and give it the focus
while (w && !w->wantsFocus()) {
w = w->_next;
}
setFocusWidget(w);
}
void Dialog::close() {
_visible = false;
if (_mouseWidget) {
_mouseWidget->handleMouseLeft(0);
_mouseWidget = 0;
}
releaseFocus();
g_gui.closeTopDialog();
}
void Dialog::reflowLayout() {
// The screen has changed. That means the screen visual may also have
// changed, so any cached image may be invalid. The subsequent redraw
// should be treated as the very first draw.
Widget *w = _firstWidget;
while (w) {
w->reflowLayout();
w = w->_next;
}
GuiObject::reflowLayout();
}
void Dialog::setFocusWidget(Widget *widget) {
// The focus will change. Tell the old focused widget (if any)
// that it lost the focus.
releaseFocus();
// Tell the new focused widget (if any) that it just gained the focus.
if (widget)
widget->receivedFocus();
_focusedWidget = widget;
}
void Dialog::releaseFocus() {
if (_focusedWidget) {
_focusedWidget->lostFocus();
_focusedWidget = 0;
}
}
void Dialog::draw() {
//TANOKU - FIXME when is this enabled? what does this do?
// Update: called on tab drawing, mainly...
// we can pass this as open a new dialog or something
// g_gui._needRedraw = true;
g_gui._redrawStatus = GUI::GuiManager::kRedrawTopDialog;
}
void Dialog::drawDialog() {
if (!isVisible())
return;
g_gui.theme()->drawDialogBackground(Common::Rect(_x, _y, _x+_w, _y+_h), _backgroundType);
// Draw all children
Widget *w = _firstWidget;
while (w) {
//if (w->_debugVisible)
w->draw();
w = w->_next;
}
}
void Dialog::handleMouseDown(int x, int y, int button, int clickCount) {
Widget *w;
w = findWidget(x, y);
if (w && !(w->getFlags() & WIDGET_IGNORE_DRAG))
_dragWidget = w;
// If the click occured inside a widget which is not the currently
// focused one, change the focus to that widget.
if (w && w != _focusedWidget && w->wantsFocus()) {
setFocusWidget(w);
}
if (w)
w->handleMouseDown(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button, clickCount);
}
void Dialog::handleMouseUp(int x, int y, int button, int clickCount) {
Widget *w;
if (_focusedWidget) {
//w = _focusedWidget;
// Lose focus on mouseup unless the widget requested to retain the focus
if (! (_focusedWidget->getFlags() & WIDGET_RETAIN_FOCUS )) {
releaseFocus();
}
}
if (_dragWidget)
w = _dragWidget;
else
w = findWidget(x, y);
if (w)
w->handleMouseUp(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button, clickCount);
_dragWidget = 0;
}
void Dialog::handleMouseWheel(int x, int y, int direction) {
Widget *w;
// This may look a bit backwards, but I think it makes more sense for
// the mouse wheel to primarily affect the widget the mouse is at than
// the widget that happens to be focused.
w = findWidget(x, y);
if (!w)
w = _focusedWidget;
if (w)
w->handleMouseWheel(x, y, direction);
}
void Dialog::handleKeyDown(Common::KeyState state) {
if (_focusedWidget) {
if (_focusedWidget->handleKeyDown(state))
return;
}
// Hotkey handling
if (state.ascii != 0) {
Widget *w = _firstWidget;
state.ascii = toupper(state.ascii);
while (w) {
if (w->_type == kButtonWidget && state.ascii == toupper(((ButtonWidget *)w)->_hotkey)) {
// The hotkey for widget w was pressed. We fake a mouse click into the
// button by invoking the appropriate methods.
w->handleMouseDown(0, 0, 1, 1);
w->handleMouseUp(0, 0, 1, 1);
return;
}
w = w->_next;
}
}
// ESC closes all dialogs by default
if (state.keycode == Common::KEYCODE_ESCAPE) {
setResult(-1);
close();
}
// TODO: tab/shift-tab should focus the next/previous focusable widget
}
void Dialog::handleKeyUp(Common::KeyState state) {
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// Focused widget receives keyup events
if (_focusedWidget)
_focusedWidget->handleKeyUp(state);
}
void Dialog::handleMouseMoved(int x, int y, int button) {
Widget *w;
if (_focusedWidget && !_dragWidget) {
w = _focusedWidget;
int wx = w->getAbsX() - _x;
int wy = w->getAbsY() - _y;
// We still send mouseEntered/Left messages to the focused item
// (but to no other items).
bool mouseInFocusedWidget = (x >= wx && x < wx + w->_w && y >= wy && y < wy + w->_h);
if (mouseInFocusedWidget && _mouseWidget != w) {
if (_mouseWidget)
_mouseWidget->handleMouseLeft(button);
_mouseWidget = w;
w->handleMouseEntered(button);
} else if (!mouseInFocusedWidget && _mouseWidget == w) {
_mouseWidget = 0;
w->handleMouseLeft(button);
}
if (w->getFlags() & WIDGET_TRACK_MOUSE)
w->handleMouseMoved(x - wx, y - wy, button);
}
// We process mouseEntered/Left events if we don't have any
// currently active dragged widget or if the currently dragged widget
// does not want to be informed about the mouse mouse events.
if (!_dragWidget || !(_dragWidget->getFlags() & WIDGET_TRACK_MOUSE))
w = findWidget(x, y);
else
w = _dragWidget;
if (_mouseWidget != w) {
if (_mouseWidget)
_mouseWidget->handleMouseLeft(button);
// If we have a widget in drag mode we prevent mouseEntered
// events from being sent to other widgets.
if (_dragWidget && w != _dragWidget)
w = 0;
if (w)
w->handleMouseEntered(button);
_mouseWidget = w;
}
// We only sent mouse move events when the widget requests to be informed about them.
if (w && (w->getFlags() & WIDGET_TRACK_MOUSE))
w->handleMouseMoved(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button);
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}
void Dialog::handleTickle() {
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// Focused widget receives tickle notifications
if (_focusedWidget && _focusedWidget->getFlags() & WIDGET_WANT_TICKLE)
_focusedWidget->handleTickle();
}
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void Dialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kCloseCmd:
close();
break;
}
}
/*
* Determine the widget at location (x,y) if any. Assumes the coordinates are
* in the local coordinate system, i.e. relative to the top left of the dialog.
*/
Widget *Dialog::findWidget(int x, int y) {
return Widget::findWidgetInChain(_firstWidget, x, y);
}
Widget *Dialog::findWidget(const char *name) {
return Widget::findWidgetInChain(_firstWidget, name);
}
void Dialog::removeWidget(Widget *del) {
if (del == _mouseWidget)
_mouseWidget = NULL;
if (del == _focusedWidget)
_focusedWidget = NULL;
if (del == _dragWidget)
_dragWidget = NULL;
Widget *w = _firstWidget;
if (del == _firstWidget) {
Widget *del_next = del->_next;
del->_next = 0;
_firstWidget = del_next;
return;
}
w = _firstWidget;
while (w) {
if (w->_next == del) {
Widget *del_next = del->_next;
del->_next = 0;
w->_next = del_next;
return;
}
w = w->_next;
}
}
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} // End of namespace GUI