The tooltip will show only if mouse cursor was moved but not on a hovered focused editText field
Changes and implications in this commit:
- Fix _lastMousePosition coordinates and time being updated upon giving focus to the tooltip
- Check for mouse cursor movement first in the decision for showing the tooltip, then check if sufficient time for mouse resting position has passed (kTooltipDelay).
- Prevents showing a tooltip for a widget if it is an editable field (editText) and has both mouse hovering above it and the current focus.
This is so that typing text is not interrupted / slowed down by a periodical display of the tooltip, if the mouse is hovering over the same text field that the user is editing.
- If mouse cursor is moved but lands on the same widget as the one that had its tooltip shown last, then show the tooltip but after a different (larger) delay kTooltipSameWidgetDelay.
- Still shows tooltip for other widgets, including editText ones, if the mouse is hovered over them and they are not the current focused editText widget.
The bug was mentioned for the Android port on the forums here:
https://forums.scummvm.org/viewtopic.php?p=95531#p95531
However, it is not Android specific, even though the slowdown is a lot more noticeable on an Android device.
By implementing MetaEngine::buildEngineOptionsWidget, engines can
instantiate a container widget that will be shown in the Engine tab of
the edit game dialog. The default implementation retains the existing
behavior and shows the extra GUI options.
Drawing nows happens directly when the Dialog or Widget draw methods are
called. This makes it easy to debug why a particular low level draw
method was called, by inspecting the call stack.
This replaces the notion of "buffering" by two independant ways to
control what is drawn and where:
- The active layer is used to select whether the foreground or
background part of the dialogs are rendered by the draw calls.
- The active surface is used to select if the draw calls affect the back
buffer or the screen.
The foreground layer of the active dialog is drawn directly to the
screen. Its background layer is drawn to the back buffer. This way
widgets can restore the back buffer in order to update without having to
redraw the dialog's background.
Dialogs lower in the dialog stack are drawn entirely to the back buffer.
Previously, they only reacted to the mouse position once it was moved.
This meant that if the cursor was on a button that just gained focus,
it did not highlight.
Fixes#7101.
FR #2821513: "GUI: add tooltips".
Added tooltips for Add Game button, clear field buttons and couple
other.
Current problem: Only first call correctly restores text. I could
not find where restore information gets lost.
svn-id: r49774
- Changed gradient calculating
- added background saving for all dialog/widget backgrounds for now (change that later maybe)
- changed ScummDialog to use the colors of our launcher dialog
svn-id: r20276
- adds a ImageMan and ImageDec class for loading and managing image files
- adds a loader for zip files which is used by the new theme and the image manager
- changes the widgets to use the new gui code
- changes the scumm dialogs to use the new gui code
- fixes a #include problem in the sky debugger with the new gui code
To use the new gui copy gui/themes/default-theme.zip to your extrapath.
If the theme zip can not be found the gui will fallback to the classic theme.
If you want to change the gui styles use "gui_theme=classic" for the classic theme
and "gui_theme=default-theme" for the new theme.
Thanks to eriktorbjorn for testing and help with the new theme and to sev for
reviewing this patch.
svn-id: r20227