/* 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/events.h" #include "gui/newgui.h" #include "gui/dialog.h" #include "gui/widget.h" #include "gui/PopUpWidget.h" #include "common/system.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(int x, int y, int w, int h, bool dimsInactive_) : GuiObject(x, y, w, h), _mouseWidget(0), _focusedWidget(0), _dragWidget(0), _visible(false), _drawingHints(0), _dimsInactive(dimsInactive_) { _drawingHints = THEME_HINT_FIRST_DRAW | THEME_HINT_SAVE_BACKGROUND; } Dialog::Dialog(const Common::String &name, bool dimsInactive_) : GuiObject(name), _mouseWidget(0), _focusedWidget(0), _dragWidget(0), _visible(false), _drawingHints(0), _dimsInactive(dimsInactive_) { _drawingHints = THEME_HINT_FIRST_DRAW | THEME_HINT_SAVE_BACKGROUND; // It may happen that we have 3x scaler in launcher (960xY) and then 640x480 // game will be forced to 1x. At this stage GUI will not be aware of // resolution change, so widgets will be off screen. This forces it to // recompute // // Fixes bug #1590596: "HE: When 3x graphics are choosen, F5 crashes game" // and bug #1595627: "SCUMM: F5 crashes game (640x480)" if (g_gui.theme()->needThemeReload()) { debug(2, "Theme forced to reload"); g_gui.screenChange(); } } 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::reflowLayout() { // The screen has changed. That means the screen visual may also have // changed, so any cached image may be invalid. The subsequent redraw // should be treated as the very first draw. _drawingHints |= THEME_HINT_FIRST_DRAW; Widget *w = _firstWidget; while (w) { w->reflowLayout(); w->setHints(THEME_HINT_FIRST_DRAW); w = w->_next; } GuiObject::reflowLayout(); } void Dialog::releaseFocus() { if (_focusedWidget) { _focusedWidget->lostFocus(); _focusedWidget = 0; } } void Dialog::draw() { g_gui._needRedraw = true; } void Dialog::drawDialog() { if (!isVisible()) return; g_gui.theme()->drawDialogBackground(Common::Rect(_x, _y, _x+_w, _y+_h), _drawingHints); _drawingHints &= ~THEME_HINT_FIRST_DRAW; // Draw all children Widget *w = _firstWidget; while (w) { w->draw(); w = w->_next; } } void Dialog::handleMouseDown(int x, int y, int button, int clickCount) { Widget *w; w = findWidget(x, y); _dragWidget = w; // If the click occured inside a widget which is not the currently // focused one, change the focus to that widget. if (w && w != _focusedWidget && w->wantsFocus()) { // 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->handleMouseDown(x - (w->getAbsX() - _x), y - (w->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(); } } w = _dragWidget; if (w) w->handleMouseUp(x - (w->getAbsX() - _x), y - (w->getAbsY() - _y), button, clickCount); _dragWidget = 0; } 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(Common::KeyState state) { if (_focusedWidget) { if (_focusedWidget->handleKeyDown(state)) return; } // Hotkey handling if (state.ascii != 0) { Widget *w = _firstWidget; state.ascii = toupper(state.ascii); while (w) { if (w->_type == kButtonWidget && state.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 (state.keycode == Common::KEYCODE_ESCAPE) { setResult(-1); close(); } // TODO: tab/shift-tab should focus the next/previous focusable widget } void Dialog::handleKeyUp(Common::KeyState state) { // Focused widget receives keyup events if (_focusedWidget) _focusedWidget->handleKeyUp(state); } void Dialog::handleMouseMoved(int x, int y, int button) { Widget *w; //if (!button) // _dragWidget = 0; if (_focusedWidget && !_dragWidget) { 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) { if (_mouseWidget) _mouseWidget->handleMouseLeft(button); _mouseWidget = w; w->handleMouseEntered(button); } else if (!mouseInFocusedWidget && _mouseWidget == w) { _mouseWidget = 0; w->handleMouseLeft(button); } w->handleMouseMoved(x - wx, y - wy, button); } // While a "drag" is in process (i.e. mouse is moved while a button is pressed), // only deal with the widget in which the click originated. if (_dragWidget) w = _dragWidget; else 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)) { 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); } Widget *Dialog::findWidget(const char *name) { return Widget::findWidgetInChain(_firstWidget, name); } void Dialog::removeWidget(Widget *del) { if (del == _mouseWidget) _mouseWidget = NULL; if (del == _focusedWidget) _focusedWidget = NULL; if (del == _dragWidget) _dragWidget = NULL; Widget *w = _firstWidget; if (del == _firstWidget) { _firstWidget = _firstWidget->_next; return; } w = _firstWidget; while (w) { if (w->_next == del) { w->_next = w->_next->_next; return; } w = w->_next; } } ButtonWidget *Dialog::addButton(GuiObject *boss, int x, int y, const Common::String &label, uint32 cmd, char hotkey) { int w, h; if (g_gui.getWidgetSize() == kBigWidgetSize) { w = kBigButtonWidth; h = kBigButtonHeight; } else { w = kButtonWidth; h = kButtonHeight; } return new ButtonWidget(boss, x, y, w, h, label, cmd, hotkey); } } // End of namespace GUI