scummvm/gui/dialog.cpp

307 lines
7.2 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"
/*
* 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()
{
Widget *w = _firstWidget, *next;
while (w) {
next = w->_next;
w->_next = 0;
delete w;
w = next;
}
_firstWidget = 0;
}
int Dialog::runModal()
{
// Open up
open();
// Start processing events
_gui->runLoop();
// Return the result code
return _result;
}
void Dialog::open()
{
Widget *w = _firstWidget;
_result = 0;
_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;
}
releaseFocus();
}
void Dialog::releaseFocus()
{
if (_focusedWidget) {
_focusedWidget->lostFocus();
_focusedWidget = 0;
}
}
void Dialog::draw()
{
_gui->_needRedraw = true;
}
void Dialog::drawDialog()
{
Widget *w = _firstWidget;
if (!isVisible())
return;
_gui->blendRect(_x, _y, _w, _h, _gui->_bgcolor);
_gui->box(_x, _y, _w, _h);
while (w) {
w->draw();
w = w->_next;
}
_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->_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 )) {
releaseFocus();
}
} else {
w = findWidget(x, y);
}
if (w)
w->handleMouseUp(x - w->_x, y - w->_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;
} else {
// Hotkey handling
Widget *w = _firstWidget;
ascii = toupper(ascii);
while (w) {
if (w->_type == kButtonWidget && ascii == 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 (keycode == 27)
close();
// TODO: tab/shift-tab should focus the next/previous focusable widget
}
void Dialog::handleKeyUp(uint16 ascii, int keycode, int modifiers)
{
// Focused widget recieves keyup events
if (_focusedWidget)
_focusedWidget->handleKeyUp(ascii, keycode, 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;
}
ButtonWidget *Dialog::addButton(int x, int y, const ScummVM::String &label, uint32 cmd, char hotkey)
{
return new ButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
}
PushButtonWidget *Dialog::addPushButton(int x, int y, const ScummVM::String &label, uint32 cmd, char hotkey)
{
return new PushButtonWidget(this, x, y, kButtonWidth, 16, label, cmd, hotkey);
}