scummvm/gui/TabWidget.cpp
Eugene Sandulenko 01f9006ee7 GUI: Implement tooltips. FR #2821513.
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
2010-06-15 10:52:35 +00:00

321 lines
9.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/util.h"
#include "gui/TabWidget.h"
#include "gui/dialog.h"
#include "gui/GuiManager.h"
#include "gui/ThemeEval.h"
namespace GUI {
enum {
kCmdLeft = 'LEFT',
kCmdRight = 'RGHT'
};
TabWidget::TabWidget(GuiObject *boss, int x, int y, int w, int h)
: Widget(boss, x, y, w, h), _bodyBackgroundType(GUI::ThemeEngine::kDialogBackgroundDefault) {
init();
}
TabWidget::TabWidget(GuiObject *boss, const String &name)
: Widget(boss, name), _bodyBackgroundType(GUI::ThemeEngine::kDialogBackgroundDefault) {
init();
}
void TabWidget::init() {
setFlags(WIDGET_ENABLED);
_type = kTabWidget;
_activeTab = -1;
_firstVisibleTab = 0;
_tabWidth = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width");
_tabHeight = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Height");
_titleVPad = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Padding.Top");
_bodyTP = g_gui.xmlEval()->getVar("Globals.TabWidget.Body.Padding.Top");
_bodyBP = g_gui.xmlEval()->getVar("Globals.TabWidget.Body.Padding.Bottom");
_bodyLP = g_gui.xmlEval()->getVar("Globals.TabWidget.Body.Padding.Left");
_bodyRP = g_gui.xmlEval()->getVar("Globals.TabWidget.Body.Padding.Right");
_butRP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButtonPadding.Right", 0);
_butTP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Padding.Top", 0);
_butW = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Width", 10);
_butH = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Height", 10);
int x = _w - _butRP - _butW * 2 - 2;
int y = _butTP - _tabHeight;
_navLeft = new ButtonWidget(this, x, y, _butW, _butH, "<", 0, kCmdLeft);
_navRight = new ButtonWidget(this, x + _butW + 2, y, _butW, _butH, ">", 0, kCmdRight);
}
TabWidget::~TabWidget() {
_firstWidget = 0;
for (uint i = 0; i < _tabs.size(); ++i) {
delete _tabs[i].firstWidget;
_tabs[i].firstWidget = 0;
}
_tabs.clear();
delete _navRight;
}
int16 TabWidget::getChildY() const {
return getAbsY() + _tabHeight;
}
int TabWidget::addTab(const String &title) {
// Add a new tab page
Tab newTab;
newTab.title = title;
newTab.firstWidget = 0;
_tabs.push_back(newTab);
int numTabs = _tabs.size();
// HACK: Nintendo DS uses a custom config dialog. This dialog does not work with
// our default "Globals.TabWidget.Tab.Width" setting.
//
// TODO: Add proper handling in the theme layout for such cases.
//
// There are different solutions to this problem:
// - offer a "Tab.Width" setting per tab widget and thus let the Ninteno DS
// backend set a default value for its special dialog.
//
// - change our themes to use auto width calculaction by default
//
// - change "Globals.TabWidget.Tab.Width" to be the minimal tab width setting and
// rename it accordingly.
// Actually this solution is pretty similar to our HACK for the Nintendo DS
// backend. This hack enables auto width calculation by default with the
// "Globals.TabWidget.Tab.Width" value as minimal width for the tab buttons.
//
// - we might also consider letting every tab button having its own width.
//
// - other solutions you can think of, which are hopefully less evil ;-).
//
// Of course also the Ninteno DS' dialog should be in our layouting engine, instead
// of being hard coded like it is right now.
//
// There are checks for __DS__ all over this source file to take care of the
// aforemnetioned problem.
#ifdef __DS__
if (true) {
#else
if (g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width") == 0) {
#endif
if (_tabWidth == 0)
_tabWidth = 40;
// Determine the new tab width
int newWidth = g_gui.getStringWidth(title) + 2 * 3;
if (_tabWidth < newWidth)
_tabWidth = newWidth;
int maxWidth = _w / numTabs;
if (_tabWidth > maxWidth)
_tabWidth = maxWidth;
}
// Activate the new tab
setActiveTab(numTabs - 1);
return _activeTab;
}
void TabWidget::removeTab(int tabID) {
assert(0 <= tabID && tabID < (int)_tabs.size());
// Deactive the tab if it's currently the active one
if (tabID == _activeTab) {
_tabs[tabID].firstWidget = _firstWidget;
releaseFocus();
_firstWidget = 0;
}
// Dispose the widgets in that tab and then the tab itself
delete _tabs[tabID].firstWidget;
_tabs.remove_at(tabID);
// Adjust _firstVisibleTab if necessary
if (_firstVisibleTab >= (int)_tabs.size()) {
_firstVisibleTab = MAX(0, (int)_tabs.size() - 1);
}
// The active tab was removed, so select a new active one (if any remains)
if (tabID == _activeTab) {
_activeTab = -1;
if (tabID >= (int)_tabs.size())
tabID = _tabs.size() - 1;
if (tabID >= 0)
setActiveTab(tabID);
}
// Finally trigger a redraw
_boss->draw();
}
void TabWidget::setActiveTab(int tabID) {
assert(0 <= tabID && tabID < (int)_tabs.size());
if (_activeTab != tabID) {
// Exchange the widget lists, and switch to the new tab
if (_activeTab != -1) {
_tabs[_activeTab].firstWidget = _firstWidget;
releaseFocus();
}
_activeTab = tabID;
_firstWidget = _tabs[tabID].firstWidget;
_boss->draw();
}
}
void TabWidget::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
Widget::handleCommand(sender, cmd, data);
switch (cmd) {
case kCmdLeft:
if (_firstVisibleTab) {
_firstVisibleTab--;
draw();
}
break;
case kCmdRight:
if (_firstVisibleTab + _w / _tabWidth < (int)_tabs.size()) {
_firstVisibleTab++;
draw();
}
break;
}
}
void TabWidget::handleMouseDown(int x, int y, int button, int clickCount) {
assert(y < _tabHeight);
// Determine which tab was clicked
int tabID = -1;
if (x >= 0 && (x % _tabWidth) < _tabWidth) {
tabID = x / _tabWidth;
if (tabID >= (int)_tabs.size())
tabID = -1;
}
// If a tab was clicked, switch to that pane
if (tabID >= 0 && tabID + _firstVisibleTab < (int)_tabs.size()) {
setActiveTab(tabID + _firstVisibleTab);
}
}
bool TabWidget::handleKeyDown(Common::KeyState state) {
// TODO: maybe there should be a way to switch between tabs
// using the keyboard? E.g. Alt-Shift-Left/Right-Arrow or something
// like that.
return Widget::handleKeyDown(state);
}
void TabWidget::reflowLayout() {
Widget::reflowLayout();
for (uint i = 0; i < _tabs.size(); ++i) {
Widget *w = _tabs[i].firstWidget;
while (w) {
w->reflowLayout();
w = w->next();
}
}
_tabHeight = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Height");
_tabWidth = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width");
_titleVPad = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Padding.Top");
if (_tabWidth == 0) {
_tabWidth = 40;
#ifdef __DS__
}
if (true) {
#endif
int maxWidth = _w / _tabs.size();
for (uint i = 0; i < _tabs.size(); ++i) {
// Determine the new tab width
int newWidth = g_gui.getStringWidth(_tabs[i].title) + 2 * 3;
if (_tabWidth < newWidth)
_tabWidth = newWidth;
if (_tabWidth > maxWidth)
_tabWidth = maxWidth;
}
}
_butRP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.PaddingRight", 0);
_butTP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Padding.Top", 0);
_butW = g_gui.xmlEval()->getVar("GlobalsTabWidget.NavButton.Width", 10);
_butH = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Height", 10);
int x = _w - _butRP - _butW * 2 - 2;
int y = _butTP - _tabHeight;
_navLeft->resize(x, y, _butW, _butH);
_navRight->resize(x + _butW + 2, y, _butW, _butH);
}
void TabWidget::drawWidget() {
Common::Array<Common::String> tabs;
for (int i = _firstVisibleTab; i < (int)_tabs.size(); ++i) {
tabs.push_back(_tabs[i].title);
}
g_gui.theme()->drawDialogBackground(Common::Rect(_x + _bodyLP, _y + _bodyTP, _x+_w-_bodyRP, _y+_h-_bodyBP), _bodyBackgroundType);
g_gui.theme()->drawTab(Common::Rect(_x, _y, _x+_w, _y+_h), _tabHeight, _tabWidth, tabs, _activeTab - _firstVisibleTab, 0, _titleVPad);
}
void TabWidget::draw() {
Widget::draw();
if (_tabWidth * _tabs.size() > _w) {
_navLeft->draw();
_navRight->draw();
}
}
Widget *TabWidget::findWidget(int x, int y) {
if (y < _tabHeight) {
if (_tabWidth * _tabs.size() > _w) {
if (y >= _butTP && y < _butTP + _butH) {
if (x >= _w - _butRP - _butW * 2 - 2 && x < _w - _butRP - _butW - 2)
return _navLeft;
if (x >= _w - _butRP - _butW && x < _w - _butRP)
return _navRight;
}
}
// Click was in the tab area
return this;
} else {
// Iterate over all child widgets and find the one which was clicked
return Widget::findWidgetInChain(_firstWidget, x, y - _tabHeight);
}
}
} // End of namespace GUI