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bcfb7145fa
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.
394 lines
10 KiB
C++
394 lines
10 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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#include "gui/gui-manager.h"
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#include "gui/dialog.h"
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#include "gui/ThemeEval.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(nullptr), _focusedWidget(nullptr), _dragWidget(nullptr), _tickleWidget(nullptr), _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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_result = -1;
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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(nullptr), _focusedWidget(nullptr), _dragWidget(nullptr), _tickleWidget(nullptr), _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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_result = -1;
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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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setDefaultFocusedWidget();
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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 = nullptr;
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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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if (!_name.empty()) {
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g_gui.xmlEval()->reflowDialogLayout(_name, _firstWidget);
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}
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GuiObject::reflowLayout();
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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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}
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void Dialog::lostFocus() {
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_dragWidget = nullptr;
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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::setDefaultFocusedWidget() {
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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::releaseFocus() {
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if (_focusedWidget) {
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_focusedWidget->lostFocus();
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_focusedWidget = nullptr;
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}
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}
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void Dialog::markWidgetsAsDirty() {
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Widget *w = _firstWidget;
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while (w) {
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w->markAsDirty();
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w = w->_next;
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}
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}
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void Dialog::drawDialog(DrawLayer layerToDraw) {
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if (!isVisible())
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return;
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g_gui.theme()->disableClipRect();
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g_gui.theme()->_layerToDraw = layerToDraw;
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g_gui.theme()->drawDialogBackground(Common::Rect(_x, _y, _x + _w, _y + _h), _backgroundType);
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markWidgetsAsDirty();
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drawWidgets();
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}
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void Dialog::drawWidgets() {
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if (!isVisible())
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return;
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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 = nullptr;
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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 = nullptr;
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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 = nullptr;
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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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case kCloseWithResultCmd:
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setResult(data);
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close();
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break;
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default:
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break;
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}
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}
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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 || del->containsWidget(_mouseWidget))
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_mouseWidget = nullptr;
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if (del == _focusedWidget || del->containsWidget(_focusedWidget))
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_focusedWidget = nullptr;
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if (del == _dragWidget || del->containsWidget(_dragWidget))
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_dragWidget = nullptr;
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GuiObject::removeWidget(del);
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}
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} // End of namespace GUI
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