scummvm/gui/dialog.cpp
Max Horn 5a01787840 removing debug message
svn-id: r4922
2002-09-10 11:52:37 +00:00

534 lines
14 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002 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"
#include "ListWidget.h"
#include "config-file.h"
#include "scumm/sound.h"
#include "sound/mididrv.h"
#include "scumm/scumm.h"
#include "scumm/imuse.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()
{
teardownScreenBuf();
}
void Dialog::setupScreenBuf()
{
// Create _screenBuf if it doesn't already exist
if (!_screenBuf)
_screenBuf = new byte[g_scumm->_realWidth * g_scumm->_realHeight];
// Draw the fixed parts of the dialog: background and border.
_gui->blendRect(_x, _y, _w, _h, _gui->_bgcolor);
_gui->box(_x, _y, _w, _h);
// Finally blit this to _screenBuf
_gui->blitTo(_screenBuf, _x, _y, _w, _h);
}
void Dialog::teardownScreenBuf()
{
if (_screenBuf) {
delete [] _screenBuf;
_screenBuf = 0;
}
}
void Dialog::open()
{
Widget *w = _firstWidget;
_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;
}
if (_focusedWidget) {
_focusedWidget->lostFocus();
_focusedWidget = 0;
}
}
void Dialog::draw()
{
Widget *w = _firstWidget;
if (!isVisible())
return;
if (_screenBuf) {
_gui->blitFrom(_screenBuf, _x, _y, _w, _h);
} else {
_gui->fillRect(_x, _y, _w, _h, _gui->_bgcolor);
_gui->box(_x, _y, _w, _h);
}
_gui->addDirtyRect(_x, _y, _w, _h);
while (w) {
w->draw();
w = w->_next;
}
}
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.
if (_focusedWidget)
_focusedWidget->lostFocus();
// Tell the new focused widget (if any) that it just gained the focus.
if (w)
w->receivedFocus();
_focusedWidget = w;
}
if (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 )) {
_focusedWidget->lostFocus();
_focusedWidget = 0;
}
} else {
w = findWidget(x, y);
}
if (w)
w->handleMouseUp(x - w->_x, y - w->_y, button, clickCount);
}
void Dialog::handleKeyDown(char key, int modifiers)
{
if (_focusedWidget) {
if (_focusedWidget->handleKeyDown(key, modifiers))
return;
} else {
// Hotkey handling
Widget *w = _firstWidget;
key = toupper(key);
while (w) {
if (w->_type == kButtonWidget && key == toupper(((ButtonWidget *)w)->_hotkey)) {
// We first send a mouseDown then a mouseUp.
// FIXME: insert a brief delay between both.
w->handleMouseDown(0, 0, 1, 1);
w->handleMouseUp(0, 0, 1, 1);
return;
}
w = w->_next;
}
}
// ESC closes all dialogs by default
if (key == 27)
close();
}
void Dialog::handleKeyUp(char key, int modifiers)
{
// Focused widget recieves keyup events
if (_focusedWidget)
_focusedWidget->handleKeyUp(key, 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;
}
void Dialog::addResText(int x, int y, int w, int h, int resID)
{
// Get the string
const char *str = _gui->queryResString(resID);
if (!str)
str = "Dummy!";
new StaticTextWidget(this, x, y, w, h, str, kTextAlignLeft);
}
void Dialog::addButton(int x, int y, int w, int h, const char *label, uint32 cmd, char hotkey)
{
new ButtonWidget(this, x, y, w, h, label, cmd, hotkey);
}
#pragma mark -
enum {
kSaveCmd = 'SAVE',
kLoadCmd = 'LOAD',
kPlayCmd = 'PLAY',
kOptionsCmd = 'OPTN',
kQuitCmd = 'QUIT'
};
/*
* TODO
* - Maybe go back to the old way of differentiating between the save and the load mode?
* This would include that in the load mode the list is not editable.
* - Currently the savegame list is only loaded once when the dialog is created. Instead,
* it should be loaded whenever the dialog is opened. Might want to add an open()
* method to Dialog for that.
*/
SaveLoadDialog::SaveLoadDialog(NewGui *gui)
: Dialog (gui, 30, 20, 260, 124)
{
addResText(10, 7, 240, 16, 1);
// addResText(10, 7, 240, 16, 2);
// addResText(10, 7, 240, 16, 3);
addButton(200, 20, 54, 16, RES_STRING(4), kSaveCmd, 'S'); // Save
addButton(200, 40, 54, 16, RES_STRING(5), kLoadCmd, 'L'); // Load
addButton(200, 60, 54, 16, RES_STRING(6), kPlayCmd, 'P'); // Play
addButton(200, 80, 54, 16, CUSTOM_STRING(17), kOptionsCmd, 'O'); // Options
addButton(200, 100, 54, 16, RES_STRING(8), kQuitCmd, 'Q'); // Quit
_savegameList = new ListWidget(this, 10, 20, 180, 90);
_savegameList->setNumberingMode(kListNumberingZero);
// Get savegame names
ScummVM::StringList l;
char name[32];
Scumm *s = _gui->getScumm();
for (int i = 0; i <= 80; i++) { // 80 - got this value from the old GUI
s->getSavegameName(i, name);
l.push_back(name);
}
_savegameList->setList(l);
}
void SaveLoadDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
{
switch (cmd) {
case kListItemChangedCmd:
case kSaveCmd:
if (_savegameList->getSelected() >= 1 && !_savegameList->getSelectedString().isEmpty()) {
Scumm *s = _gui->getScumm();
s->_saveLoadSlot = _savegameList->getSelected();
s->_saveLoadCompatible = false;
s->_saveLoadFlag = 1; // 1 for save, I assume (Painelf)
strcpy(s->_saveLoadName, _savegameList->getSelectedString().c_str());
close();
}
break;
case kListItemDoubleClickedCmd:
case kLoadCmd:
if (_savegameList->getSelected() >= 0 && !_savegameList->getSelectedString().isEmpty()) {
Scumm *s = _gui->getScumm();
s->_saveLoadSlot = _savegameList->getSelected();
s->_saveLoadCompatible = false;
s->_saveLoadFlag = 2; // 2 for load. Magic number anyone?
close();
}
break;
case kPlayCmd:
close();
break;
case kOptionsCmd:
_gui->optionsDialog();
break;
case kQuitCmd:
exit(1);
break;
default:
Dialog::handleCommand(sender, cmd, data);
}
}
#pragma mark -
enum {
kSoundCmd = 'SOUN',
kKeysCmd = 'KEYS',
kAboutCmd = 'ABOU',
kMiscCmd = 'OPTN'
};
OptionsDialog::OptionsDialog(NewGui *gui)
: Dialog (gui, 50, 80, 210, 60)
{
addButton( 10, 10, 40, 16, CUSTOM_STRING(5), kSoundCmd, 'S'); // Sound
addButton( 80, 10, 40, 16, CUSTOM_STRING(6), kKeysCmd, 'K'); // Keys
addButton(150, 10, 40, 16, CUSTOM_STRING(7), kAboutCmd, 'A'); // About
addButton( 10, 35, 40, 16, CUSTOM_STRING(18), kMiscCmd, 'M'); // Misc
addButton(150, 35, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME
}
void OptionsDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
{
switch (cmd) {
case kSoundCmd:
_gui->soundDialog();
break;
case kKeysCmd:
break;
case kAboutCmd:
_gui->aboutDialog();
break;
case kMiscCmd:
break;
default:
Dialog::handleCommand(sender, cmd, data);
}
}
#pragma mark -
AboutDialog::AboutDialog(NewGui *gui)
: Dialog (gui, 30, 20, 260, 124)
{
addButton(110, 100, 40, 16, CUSTOM_STRING(23), kCloseCmd, 'C'); // Close dialog - FIXME
new StaticTextWidget(this, 10, 10, 240, 16, "Build " SCUMMVM_VERSION " (" SCUMMVM_CVS ")", kTextAlignCenter);
new StaticTextWidget(this, 10, 30, 240, 16, "ScummVM http://scummvm.sourceforge.net", kTextAlignCenter);
new StaticTextWidget(this, 10, 50, 240, 16, "All games (c) LucasArts", kTextAlignCenter);
new StaticTextWidget(this, 10, 64, 240, 16, "Except", kTextAlignCenter);
new StaticTextWidget(this, 10, 78, 240, 16, "Simon the Sorcerer (c) Adventuresoft", kTextAlignCenter);
}
PauseDialog::PauseDialog(NewGui *gui)
: Dialog (gui, 50, 80, 220, 16)
{
addResText(4, 4, 220, 16, 10);
}
SoundDialog::SoundDialog(NewGui *gui)
: Dialog (gui, 30, 20, 260, 110)
{
// set up dialog
addButton(70, 90, 54, 16, "OK", kOKCmd, 'O'); // Confirm dialog
addButton(136, 90, 54, 16, "Cancel", kCancelCmd, 'C'); // Abort dialog
new StaticTextWidget(this, 20, 17, 85, 16, "Master volume:", kTextAlignRight);
new StaticTextWidget(this, 20, 37, 85, 16, "Music volume:", kTextAlignRight);
new StaticTextWidget(this, 20, 57, 85, 16, "SFX volume:", kTextAlignRight);
masterVolumeSlider = new SliderWidget(this, 110, 13, 80, 16, "Volume1", kMasterVolumeChanged);
musicVolumeSlider = new SliderWidget(this, 110, 33, 80, 16, "Volume2", kMusicVolumeChanged);
sfxVolumeSlider = new SliderWidget(this, 110, 53, 80, 16, "Volume3", kSfxVolumeChanged);
masterVolumeSlider->setMinValue(0); masterVolumeSlider->setMaxValue(256);
musicVolumeSlider->setMinValue(0); musicVolumeSlider->setMaxValue(256);
sfxVolumeSlider->setMinValue(0); sfxVolumeSlider->setMaxValue(256);
masterVolumeLabel = new StaticTextWidget(this, 195, 17, 60, 16, "Volume1", kTextAlignLeft);
musicVolumeLabel = new StaticTextWidget(this, 195, 37, 60, 16, "Volume2", kTextAlignLeft);
sfxVolumeLabel = new StaticTextWidget(this, 195, 57, 60, 16, "Volume3", kTextAlignLeft);
masterVolumeLabel->setFlags(WIDGET_CLEARBG);
musicVolumeLabel->setFlags(WIDGET_CLEARBG);
sfxVolumeLabel->setFlags(WIDGET_CLEARBG);
}
void SoundDialog::open()
{
Scumm *scumm = _gui->getScumm();
Dialog::open();
// get current variables
_soundVolumeMaster = scumm->_sound->_sound_volume_master;
_soundVolumeMusic = scumm->_sound->_sound_volume_music;
_soundVolumeSfx = scumm->_sound->_sound_volume_sfx;
masterVolumeSlider->setValue(_soundVolumeMaster);
musicVolumeSlider->setValue(_soundVolumeMusic);
sfxVolumeSlider->setValue(_soundVolumeSfx);
masterVolumeLabel->setValue(_soundVolumeMaster);
musicVolumeLabel->setValue(_soundVolumeMusic);
sfxVolumeLabel->setValue(_soundVolumeSfx);
}
void SoundDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
{
switch (cmd) {
case kMasterVolumeChanged:
_soundVolumeMaster = masterVolumeSlider->getValue();
masterVolumeLabel->setValue(_soundVolumeMaster);
masterVolumeLabel->draw();
break;
case kMusicVolumeChanged:
_soundVolumeMusic = musicVolumeSlider->getValue();
musicVolumeLabel->setValue(_soundVolumeMusic);
musicVolumeLabel->draw();
break;
case kSfxVolumeChanged:
_soundVolumeSfx = sfxVolumeSlider->getValue();
sfxVolumeLabel->setValue(_soundVolumeSfx);
sfxVolumeLabel->draw();
break;
case kOKCmd: {
Scumm *scumm = _gui->getScumm();
// FIXME: Look at Fingolfins comments in Gui::handleSoundDialogCommand(), gui.cpp
scumm->_sound->_sound_volume_master = _soundVolumeMaster; // Master
scumm->_sound->_sound_volume_music = _soundVolumeMusic; // Music
scumm->_sound->_sound_volume_sfx = _soundVolumeSfx; // SFX
scumm->_imuse->set_music_volume(_soundVolumeMusic);
scumm->_imuse->set_master_volume(_soundVolumeMaster);
scumm->_mixer->setVolume(_soundVolumeSfx);
scumm->_mixer->setMusicVolume(_soundVolumeMusic);
scummcfg->setInt("master_volume", _soundVolumeMaster);
scummcfg->setInt("music_volume", _soundVolumeMusic);
scummcfg->setInt("sfx_volume", _soundVolumeSfx);
scummcfg->flush();
}
case kCancelCmd:
close();
break;
default:
Dialog::handleCommand(sender, cmd, data);
}
}