scummvm/gui/dialog.cpp
Torbjörn Andersson 20dd02a833 Don't check for hotkeys when ascii is 0, since that is the default hotkey
for widgets that have none. (This means the Shift key words in text edit
widgets again, for instance.)

svn-id: r9148
2003-07-23 16:44:15 +00:00

290 lines
7.2 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include <ctype.h>
#include "stdafx.h"
#include "newgui.h"
#include "dialog.h"
#include "widget.h"
/*
* TODO list
* - If saving or loading fails (e.g. due to disk full/directory write protected),
* display an error dialog?
* - The user can edit the name of the autosave game. Of course this will not
* do anything, but we should still prevent this.
* - 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?
* ...
*/
Dialog::~Dialog() {
Widget *w = _firstWidget, *next;
while (w) {
next = w->_next;
w->_next = 0;
delete w;
w = next;
}
_firstWidget = 0;
}
int Dialog::runModal() {
// Open up
open();
// Start processing events
_gui->runLoop();
// Return the result code
return _result;
}
void Dialog::open() {
Widget *w = _firstWidget;
_result = 0;
_visible = true;
_gui->openDialog(this);
// Search for the first objects that wantsFocus() (if any) and give it the focus
while (w && !w->wantsFocus()) {
w = w->_next;
}
if (w) {
w->receivedFocus();
_focusedWidget = w;
}
}
void Dialog::close() {
_visible = false;
_gui->closeTopDialog();
if (_mouseWidget) {
_mouseWidget->handleMouseLeft(0);
_mouseWidget = 0;
}
releaseFocus();
}
void Dialog::releaseFocus() {
if (_focusedWidget) {
_focusedWidget->lostFocus();
_focusedWidget = 0;
}
}
void Dialog::draw() {
_gui->_needRedraw = true;
}
void Dialog::drawDialog() {
Widget *w = _firstWidget;
if (!isVisible())
return;
_gui->blendRect(_x, _y, _w, _h, _gui->_bgcolor);
_gui->box(_x, _y, _w, _h);
while (w) {
w->draw();
w = w->_next;
}
_gui->addDirtyRect(_x, _y, _w, _h);
}
void Dialog::handleMouseDown(int x, int y, int button, int clickCount) {
Widget *w;
w = findWidget(x, y);
// If the click occured inside a widget which is not the currently
// focused one, change the focus to that widget.
// TODO: use the wantsFocus() method to objects, so that only fields
// that want it get the focus (like edit fields, list field...)
// However, right now we "abuse" the focus also for the click&drag
// behaviour of buttons. This should probably be changed by adding
// a nother field, e.g. _clickedWidget or _dragWidget.
if (w && w != _focusedWidget) {
// 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 (w)
w->receivedFocus();
_focusedWidget = w;
}
if (w && w == _focusedWidget)
_focusedWidget->handleMouseDown(x - _focusedWidget->_x, y - _focusedWidget->_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();
}
} else {
w = findWidget(x, y);
}
if (w)
w->handleMouseUp(x - w->_x, y - w->_y, button, clickCount);
}
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(uint16 ascii, int keycode, int modifiers) {
if (_focusedWidget) {
if (_focusedWidget->handleKeyDown(ascii, keycode, modifiers))
return;
}
// Hotkey handling
if (ascii != 0) {
Widget *w = _firstWidget;
ascii = toupper(ascii);
while (w) {
if (w->_type == kButtonWidget && 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 (keycode == 27)
close();
// TODO: tab/shift-tab should focus the next/previous focusable widget
}
void Dialog::handleKeyUp(uint16 ascii, int keycode, int modifiers) {
// Focused widget recieves keyup events
if (_focusedWidget)
_focusedWidget->handleKeyUp(ascii, keycode, modifiers);
}
void Dialog::handleMouseMoved(int x, int y, int button) {
Widget *w;
if (_focusedWidget) {
w = _focusedWidget;
// We still send mouseEntered/Left messages to the focused item
// (but to no other items).
bool mouseInFocusedWidget = (x >= w->_x && x < w->_x + w->_w && y >= w->_y && y < w->_y + w->_h);
if (mouseInFocusedWidget && _mouseWidget != w) {
_mouseWidget = w;
w->handleMouseEntered(button);
} else if (!mouseInFocusedWidget && _mouseWidget == w) {
_mouseWidget = 0;
w->handleMouseLeft(button);
}
w->handleMouseMoved(x - w->_x, y - w->_y, button);
}
w = findWidget(x, y);
if (_mouseWidget != w) {
if (_mouseWidget)
_mouseWidget->handleMouseLeft(button);
if (w)
w->handleMouseEntered(button);
_mouseWidget = w;
}
if (!w || !(w->getFlags() & WIDGET_TRACK_MOUSE)) {
return;
}
w->handleMouseMoved(x - w->_x, y - w->_y, button);
}
void Dialog::handleTickle() {
// Focused widget recieves tickle notifications
if (_focusedWidget && _focusedWidget->getFlags() & WIDGET_WANT_TICKLE) {
_focusedWidget->handleTickle();
}
}
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) {
Widget *w = _firstWidget;
while (w) {
// Stop as soon as we find a widget that contains the point (x,y)
if (x >= w->_x && x < w->_x + w->_w && y >= w->_y && y < w->_y + w->_h)
break;
w = w->_next;
}
return w;
}
ButtonWidget *Dialog::addButton(int x, int y, const ScummVM::String &label, uint32 cmd, char hotkey) {
return new ButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
}
PushButtonWidget *Dialog::addPushButton(int x, int y, const ScummVM::String &label, uint32 cmd, char hotkey) {
return new PushButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
}