mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
ce3cde15a0
svn-id: r5600
301 lines
7.0 KiB
C++
301 lines
7.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include <ctype.h>
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#include "stdafx.h"
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#include "newgui.h"
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#include "dialog.h"
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#include "widget.h"
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/*
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* TODO list
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* - If saving or loading fails (e.g. due to disk full/directory write protected),
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* display an error dialog?
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* - The user can edit the name of the autosave game. Of course this will not
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* do anything, but we should still prevent this.
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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()
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{
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Widget *w = _firstWidget, *next;
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while (w) {
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next = w->_next;
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w->_next = 0;
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delete w;
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w = next;
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}
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_firstWidget = 0;
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}
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int Dialog::runModal()
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{
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// Open up
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open();
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// Start processing events
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_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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{
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Widget *w = _firstWidget;
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_result = 0;
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_visible = true;
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_gui->openDialog(this);
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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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if (w) {
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w->receivedFocus();
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_focusedWidget = w;
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}
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}
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void Dialog::close()
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{
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_visible = false;
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_gui->closeTopDialog();
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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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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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{
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_gui->_needRedraw = true;
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}
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void Dialog::drawDialog()
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{
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Widget *w = _firstWidget;
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if (!isVisible())
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return;
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_gui->blendRect(_x, _y, _w, _h, _gui->_bgcolor);
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_gui->box(_x, _y, _w, _h);
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while (w) {
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w->draw();
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w = w->_next;
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}
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_gui->addDirtyRect(_x, _y, _w, _h);
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}
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void Dialog::handleMouseDown(int x, int y, int button, int clickCount)
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{
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Widget *w;
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w = findWidget(x, y);
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// If the click occured inside a widget which is not the currently
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// focused one, change the focus to that widget.
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// TODO: use the wantsFocus() method to objects, so that only fields
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// that want it get the focus (like edit fields, list field...)
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// However, right now we "abuse" the focus also for the click&drag
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// behaviour of buttons. This should probably be changed by adding
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// a nother field, e.g. _clickedWidget or _dragWidget.
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if (w && w != _focusedWidget) {
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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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if (_focusedWidget)
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_focusedWidget->lostFocus();
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// Tell the new focused widget (if any) that it just gained the focus.
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if (w)
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w->receivedFocus();
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_focusedWidget = w;
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}
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if (w && w == _focusedWidget)
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_focusedWidget->handleMouseDown(x - _focusedWidget->_x, y - _focusedWidget->_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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{
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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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_focusedWidget->lostFocus();
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_focusedWidget = 0;
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}
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} else {
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w = findWidget(x, y);
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}
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if (w)
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w->handleMouseUp(x - w->_x, y - w->_y, button, clickCount);
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}
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void Dialog::handleMouseWheel(int x, int y, int direction)
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{
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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, y, direction);
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}
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void Dialog::handleKeyDown(char key, int modifiers)
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{
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if (_focusedWidget) {
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if (_focusedWidget->handleKeyDown(key, modifiers))
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return;
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} else {
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// Hotkey handling
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Widget *w = _firstWidget;
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key = toupper(key);
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while (w) {
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if (w->_type == kButtonWidget && key == toupper(((ButtonWidget *)w)->_hotkey)) {
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// We first send a mouseDown then a mouseUp.
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// FIXME: insert a brief delay between both.
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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 (key == 27)
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close();
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}
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void Dialog::handleKeyUp(char key, int modifiers)
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{
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// Focused widget recieves keyup events
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if (_focusedWidget)
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_focusedWidget->handleKeyUp(key, modifiers);
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}
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void Dialog::handleMouseMoved(int x, int y, int button)
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{
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Widget *w;
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if (_focusedWidget) {
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w = _focusedWidget;
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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 >= w->_x && x < w->_x + w->_w && y >= w->_y && y < w->_y + w->_h);
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if (mouseInFocusedWidget && _mouseWidget != w) {
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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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w->handleMouseMoved(x - w->_x, y - w->_y, button);
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}
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w = findWidget(x, y);
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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 (w)
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w->handleMouseEntered(button);
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_mouseWidget = w;
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}
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if (!w || !(w->getFlags() & WIDGET_TRACK_MOUSE)) {
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return;
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}
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w->handleMouseMoved(x - w->_x, y - w->_y, button);
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}
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void Dialog::handleTickle()
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{
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// Focused widget recieves tickle notifications
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if (_focusedWidget && _focusedWidget->getFlags() & WIDGET_WANT_TICKLE) {
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_focusedWidget->handleTickle();
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}
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}
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void Dialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
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{
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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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/*
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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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{
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Widget *w = _firstWidget;
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while (w) {
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// Stop as soon as we find a widget that contains the point (x,y)
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if (x >= w->_x && x < w->_x + w->_w && y >= w->_y && y < w->_y + w->_h)
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break;
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w = w->_next;
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}
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return w;
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}
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ButtonWidget *Dialog::addButton(int x, int y, const ScummVM::String &label, uint32 cmd, char hotkey)
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{
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return new ButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
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}
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PushButtonWidget *Dialog::addPushButton(int x, int y, const ScummVM::String &label, uint32 cmd, char hotkey)
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{
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return new PushButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
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}
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