mirror of
https://github.com/libretro/scummvm.git
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16ba21259b
This means x and y has the same meaning as in the other handlers, e.g. handleMouseUp(). Though as far as I can tell, these coordinates aren't actually used anywhere at the moment.
369 lines
9.7 KiB
C++
369 lines
9.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/rect.h"
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#ifdef ENABLE_KEYMAPPER
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#include "common/events.h"
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#endif
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#include "gui/gui-manager.h"
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#include "gui/dialog.h"
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#include "gui/widget.h"
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namespace GUI {
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/*
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* TODO list
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* - add some sense of the window being "active" (i.e. in front) or not. If it
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* was inactive and just became active, reset certain vars (like who is focused).
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* Maybe we should just add lostFocus and receivedFocus methods to Dialog, just
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* like we have for class Widget?
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* ...
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*/
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Dialog::Dialog(int x, int y, int w, int h)
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: GuiObject(x, y, w, h),
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_mouseWidget(0), _focusedWidget(0), _dragWidget(0), _tickleWidget(0), _visible(false),
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_backgroundType(GUI::ThemeEngine::kDialogBackgroundDefault) {
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// Some dialogs like LauncherDialog use internally a fixed size, even though
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// their widgets rely on the layout to be initialized correctly by the theme.
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// Thus we need to catch screen changes here too. If we do not do that, it
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// will for example crash after returning to the launcher when the user
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// started a 640x480 game with a non 1x scaler.
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g_gui.checkScreenChange();
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}
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Dialog::Dialog(const Common::String &name)
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: GuiObject(name),
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_mouseWidget(0), _focusedWidget(0), _dragWidget(0), _tickleWidget(0), _visible(false),
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_backgroundType(GUI::ThemeEngine::kDialogBackgroundDefault) {
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// It may happen that we have 3x scaler in launcher (960xY) and then 640x480
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// game will be forced to 1x. At this stage GUI will not be aware of
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// resolution change, so widgets will be off screen. This forces it to
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// recompute
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//
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// Fixes bug #1590596: "HE: When 3x graphics are choosen, F5 crashes game"
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// and bug #1595627: "SCUMM: F5 crashes game (640x480)"
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g_gui.checkScreenChange();
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}
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int Dialog::runModal() {
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// Open up
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open();
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// Start processing events
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g_gui.runLoop();
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// Return the result code
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return _result;
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}
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void Dialog::open() {
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_result = 0;
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_visible = true;
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g_gui.openDialog(this);
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Widget *w = _firstWidget;
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// Search for the first objects that wantsFocus() (if any) and give it the focus
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while (w && !w->wantsFocus()) {
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w = w->_next;
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}
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setFocusWidget(w);
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}
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void Dialog::close() {
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_visible = false;
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if (_mouseWidget) {
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_mouseWidget->handleMouseLeft(0);
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_mouseWidget = 0;
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}
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releaseFocus();
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g_gui.closeTopDialog();
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}
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void Dialog::reflowLayout() {
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// The screen has changed. That means the screen visual may also have
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// changed, so any cached image may be invalid. The subsequent redraw
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// should be treated as the very first draw.
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Widget *w = _firstWidget;
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while (w) {
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w->reflowLayout();
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w = w->_next;
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}
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GuiObject::reflowLayout();
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}
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void Dialog::lostFocus() {
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if (_tickleWidget) {
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_tickleWidget->lostFocus();
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}
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}
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void Dialog::setFocusWidget(Widget *widget) {
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// The focus will change. Tell the old focused widget (if any)
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// that it lost the focus.
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releaseFocus();
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// Tell the new focused widget (if any) that it just gained the focus.
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if (widget)
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widget->receivedFocus();
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_focusedWidget = widget;
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}
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void Dialog::releaseFocus() {
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if (_focusedWidget) {
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_focusedWidget->lostFocus();
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_focusedWidget = 0;
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}
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}
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void Dialog::draw() {
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//TANOKU - FIXME when is this enabled? what does this do?
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// Update: called on tab drawing, mainly...
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// we can pass this as open a new dialog or something
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// g_gui._needRedraw = true;
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g_gui._redrawStatus = GUI::GuiManager::kRedrawTopDialog;
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}
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void Dialog::drawDialog() {
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if (!isVisible())
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return;
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g_gui.theme()->drawDialogBackground(Common::Rect(_x, _y, _x+_w, _y+_h), _backgroundType);
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// Draw all children
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Widget *w = _firstWidget;
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while (w) {
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//if (w->_debugVisible)
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w->draw();
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w = w->_next;
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}
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}
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void Dialog::handleMouseDown(int x, int y, int button, int clickCount) {
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Widget *w;
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w = findWidget(x, y);
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if (w && !(w->getFlags() & WIDGET_IGNORE_DRAG))
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_dragWidget = w;
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// If the click occurred inside a widget which is not the currently
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// focused one, change the focus to that widget.
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if (w && w != _focusedWidget && w->wantsFocus()) {
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setFocusWidget(w);
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}
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if (w)
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w->handleMouseDown(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button, clickCount);
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}
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void Dialog::handleMouseUp(int x, int y, int button, int clickCount) {
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Widget *w;
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if (_focusedWidget) {
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//w = _focusedWidget;
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// Lose focus on mouseup unless the widget requested to retain the focus
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if (! (_focusedWidget->getFlags() & WIDGET_RETAIN_FOCUS )) {
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releaseFocus();
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}
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}
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if (_dragWidget)
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w = _dragWidget;
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else
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w = findWidget(x, y);
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if (w)
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w->handleMouseUp(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button, clickCount);
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_dragWidget = 0;
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}
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void Dialog::handleMouseWheel(int x, int y, int direction) {
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Widget *w;
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// This may look a bit backwards, but I think it makes more sense for
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// the mouse wheel to primarily affect the widget the mouse is at than
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// the widget that happens to be focused.
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w = findWidget(x, y);
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if (!w)
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w = _focusedWidget;
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if (w)
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w->handleMouseWheel(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), direction);
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}
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void Dialog::handleKeyDown(Common::KeyState state) {
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if (_focusedWidget) {
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if (_focusedWidget->handleKeyDown(state))
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return;
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}
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// Hotkey handling
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if (state.ascii != 0) {
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Widget *w = _firstWidget;
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state.ascii = toupper(state.ascii);
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while (w) {
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if (w->_type == kButtonWidget && state.ascii == toupper(((ButtonWidget *)w)->_hotkey)) {
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// The hotkey for widget w was pressed. We fake a mouse click into the
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// button by invoking the appropriate methods.
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w->handleMouseDown(0, 0, 1, 1);
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w->handleMouseUp(0, 0, 1, 1);
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return;
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}
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w = w->_next;
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}
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}
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// ESC closes all dialogs by default
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if (state.keycode == Common::KEYCODE_ESCAPE) {
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setResult(-1);
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close();
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}
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if (state.keycode == Common::KEYCODE_TAB) {
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// TODO: Maybe add Tab behaviours for all widgets too.
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// searches through widgets on screen for tab widget
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Widget *w = _firstWidget;
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while (w) {
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if (w->_type == kTabWidget)
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if (w->handleKeyDown(state))
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return;
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w = w->_next;
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}
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}
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}
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void Dialog::handleKeyUp(Common::KeyState state) {
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// Focused widget receives keyup events
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if (_focusedWidget)
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_focusedWidget->handleKeyUp(state);
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}
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void Dialog::handleMouseMoved(int x, int y, int button) {
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Widget *w;
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if (_focusedWidget && !_dragWidget) {
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w = _focusedWidget;
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int wx = w->getAbsX() - _x;
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int wy = w->getAbsY() - _y;
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// We still send mouseEntered/Left messages to the focused item
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// (but to no other items).
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bool mouseInFocusedWidget = (x >= wx && x < wx + w->_w && y >= wy && y < wy + w->_h);
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if (mouseInFocusedWidget && _mouseWidget != w) {
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if (_mouseWidget)
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_mouseWidget->handleMouseLeft(button);
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_mouseWidget = w;
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w->handleMouseEntered(button);
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} else if (!mouseInFocusedWidget && _mouseWidget == w) {
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_mouseWidget = 0;
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w->handleMouseLeft(button);
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}
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if (w->getFlags() & WIDGET_TRACK_MOUSE)
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w->handleMouseMoved(x - wx, y - wy, button);
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}
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// We process mouseEntered/Left events if we don't have any
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// currently active dragged widget or if the currently dragged widget
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// does not want to be informed about the mouse mouse events.
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if (!_dragWidget || !(_dragWidget->getFlags() & WIDGET_TRACK_MOUSE))
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w = findWidget(x, y);
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else
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w = _dragWidget;
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if (_mouseWidget != w) {
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if (_mouseWidget)
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_mouseWidget->handleMouseLeft(button);
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// If we have a widget in drag mode we prevent mouseEntered
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// events from being sent to other widgets.
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if (_dragWidget && w != _dragWidget)
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w = 0;
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if (w)
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w->handleMouseEntered(button);
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_mouseWidget = w;
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}
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// We only sent mouse move events when the widget requests to be informed about them.
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if (w && (w->getFlags() & WIDGET_TRACK_MOUSE))
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w->handleMouseMoved(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button);
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}
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void Dialog::handleTickle() {
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// Focused widget receives tickle notifications
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if (_focusedWidget && _focusedWidget->getFlags() & WIDGET_WANT_TICKLE)
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_focusedWidget->handleTickle();
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if (_tickleWidget && _tickleWidget->getFlags() & WIDGET_WANT_TICKLE)
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_tickleWidget->handleTickle();
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}
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void Dialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kCloseCmd:
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close();
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break;
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}
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}
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#ifdef ENABLE_KEYMAPPER
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void Dialog::handleOtherEvent(Common::Event evt) { }
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#endif
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/*
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* Determine the widget at location (x,y) if any. Assumes the coordinates are
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* in the local coordinate system, i.e. relative to the top left of the dialog.
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*/
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Widget *Dialog::findWidget(int x, int y) {
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return Widget::findWidgetInChain(_firstWidget, x, y);
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}
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Widget *Dialog::findWidget(const char *name) {
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return Widget::findWidgetInChain(_firstWidget, name);
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}
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void Dialog::removeWidget(Widget *del) {
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if (del == _mouseWidget)
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_mouseWidget = NULL;
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if (del == _focusedWidget)
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_focusedWidget = NULL;
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if (del == _dragWidget)
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_dragWidget = NULL;
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GuiObject::removeWidget(del);
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}
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} // End of namespace GUI
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