scummvm/gui/dialog.cpp
Max Horn 1b127480af erik's patch for bug #854470
svn-id: r11521
2003-12-06 13:55:50 +00:00

278 lines
6.8 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"
namespace GUI {
/*
* TODO list
* - 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() {
delete _firstWidget;
_firstWidget = 0;
}
int Dialog::runModal() {
// Open up
open();
// Start processing events
g_gui.runLoop();
// Return the result code
return _result;
}
void Dialog::open() {
Widget *w = _firstWidget;
_result = 0;
_visible = true;
g_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;
g_gui.closeTopDialog();
if (_mouseWidget) {
_mouseWidget->handleMouseLeft(0);
_mouseWidget = 0;
}
releaseFocus();
}
void Dialog::releaseFocus() {
if (_focusedWidget) {
_focusedWidget->lostFocus();
_focusedWidget = 0;
}
}
void Dialog::draw() {
g_gui._needRedraw = true;
}
void Dialog::drawDialog() {
if (!isVisible())
return;
g_gui.blendRect(_x, _y, _w, _h, g_gui._bgcolor);
g_gui.box(_x, _y, _w, _h, g_gui._color, g_gui._shadowcolor);
// Draw all children
Widget *w = _firstWidget;
while (w) {
w->draw();
w = w->_next;
}
// Flag the draw area as dirty
g_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->getAbsX() - _x), y - (_focusedWidget->getAbsY() - _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->getAbsX() - _x), y - (w->getAbsY() - _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) {
setResult(-1);
close();
}
// TODO: tab/shift-tab should focus the next/previous focusable widget
}
void Dialog::handleKeyUp(uint16 ascii, int keycode, int modifiers) {
// Focused widget receives keyup events
if (_focusedWidget)
_focusedWidget->handleKeyUp(ascii, keycode, modifiers);
}
void Dialog::handleMouseMoved(int x, int y, int button) {
Widget *w;
if (_focusedWidget) {
w = _focusedWidget;
int wx = w->getAbsX() - _x;
int wy = w->getAbsY() - _y;
// We still send mouseEntered/Left messages to the focused item
// (but to no other items).
bool mouseInFocusedWidget = (x >= wx && x < wx + w->_w && y >= wy && y < wy + w->_h);
if (mouseInFocusedWidget && _mouseWidget != w) {
_mouseWidget = w;
w->handleMouseEntered(button);
} else if (!mouseInFocusedWidget && _mouseWidget == w) {
_mouseWidget = 0;
w->handleMouseLeft(button);
}
w->handleMouseMoved(x - wx, y - wy, 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->getAbsX() - _x), y - (w->getAbsY() - _y), button);
}
void Dialog::handleTickle() {
// Focused widget receives 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) {
return Widget::findWidgetInChain(_firstWidget, x, y);
}
ButtonWidget *Dialog::addButton(int x, int y, const Common::String &label, uint32 cmd, char hotkey) {
return new ButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
}
} // End of namespace GUI