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/* ScummVM - Scumm Interpreter
 * Copyright (C) 2002-2004 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 "stdafx.h"
#include "gui/browser.h"
#include "gui/newgui.h"
#include "gui/ListWidget.h"

#include "backends/fs/fs.h"

namespace GUI {

#ifdef MACOSX
/* On Mac OS X, use the native file selector dialog. We could do the same for
 * other operating systems.
 */

BrowserDialog::BrowserDialog(const char *title)
	: Dialog(20, 10, 320 -2 * 20, 200 - 2 * 10) {
	_choice = NULL;
	_titleRef = CFStringCreateWithCString(0, title, CFStringGetSystemEncoding());
}

BrowserDialog::~BrowserDialog() {
	delete _choice;
	CFRelease(_titleRef);
}

static void myNavEventProc(NavEventCallbackMessage message, NavCBRecPtr callBackParms, void * callBackUD) {
	switch (message) {
	case kNavCBStart: {
		// Force the window to be in the shielding window level -- this way 
		// it's visible even in fullscreen mode.
		// Some glitches remain:
		// - Need to center the nav dialog over the game window
		// - In fullscreen mode, the game window won't be redrawn while the nav
		//   dialog is up, since our event loop won't run.
		// - It will not work well if you try to use it in 320x200 fullscreen mode.
		//   Not that I have found any machine which actually supports that :-).
		WindowGroupRef group;
		OSStatus err;
		err = CreateWindowGroup(0, &group);
		SetWindowGroupLevel(group, CGShieldingWindowLevel());
		err = SetWindowGroup(callBackParms->window, group);
		break; }
	case kNavCBTerminate: {
		WindowGroupRef group;
		OSStatus err;
		
		group = GetWindowGroup(callBackParms->window);
		err = ReleaseWindowGroup(group);
		break; }
	case kNavCBEvent: {
		// TODO: here we could try to redraw the ScummVM window.
		// This will probably require direct interfacing with the (SDL) backend
		// and/or with Cocoa.
		break; }
	}
	
}

static NavEventUPP myNavEventUPP = NewNavEventUPP((NavEventProcPtr)myNavEventProc);

int BrowserDialog::runModal() {
	NavDialogRef dialogRef;
	WindowRef windowRef = 0;
	NavDialogCreationOptions options;
	NavUserAction result;
	NavReplyRecord reply;
	OSStatus err;
	
	delete _choice;
	_choice = 0;

	// Temporarily show the real mouse
	ShowCursor();
	
	err = NavGetDefaultDialogCreationOptions(&options);
	assert(err == noErr);
	options.windowTitle = _titleRef;
//	options.message = CFSTR("Select your game directory");
	options.modality = kWindowModalityAppModal;
	
	err = NavCreateChooseFolderDialog(&options, myNavEventUPP, 0, g_system, &dialogRef);
	assert(err == noErr);
	
	windowRef = NavDialogGetWindow(dialogRef);
	
	err = NavDialogRun(dialogRef);
	assert(err == noErr);

	HideCursor();

	result = NavDialogGetUserAction(dialogRef);

	if (result == kNavUserActionChoose) {
		err = NavDialogGetReply(dialogRef, &reply);
		assert(err == noErr);
		
		if (reply.validRecord && err == noErr) {
			SInt32 theCount;
			AECountItems(&reply.selection, &theCount);
			assert(theCount == 1);
	
			AEKeyword keyword;
			FSRef ref;
			char buf[4096];
			err = AEGetNthPtr(&reply.selection, 1, typeFSRef, &keyword, NULL, &ref, sizeof(ref), NULL);
			assert(err == noErr);
			err = FSRefMakePath(&ref, (UInt8*)buf, sizeof(buf)-1);
			assert(err == noErr);
			
			_choice = FilesystemNode::getNodeForPath(buf);
		}
 
		err = NavDisposeReply(&reply);
		assert(err == noErr);
	}

	NavDialogDispose(dialogRef);

	return (_choice != 0);
}

#else

/* We want to use this as a general directory selector at some point... possible uses
 * - to select the data dir for a game
 * - to select the place where save games are stored
 * - others???
 */

enum {
	kChooseCmd = 'Chos',
	kGoUpCmd = 'GoUp'
};

BrowserDialog::BrowserDialog(const char *title)
	: Dialog(20, 10, 320 -2 * 20, 200 - 2 * 10),
	  _node(0), _nodeContent(0) {

	_fileList = NULL;
	_currentPath = NULL;
	_node = NULL;
	_nodeContent = NULL;
	_choice = NULL;

	// Headline - TODO: should be customizable during creation time
	new StaticTextWidget(this, 10, 8, _w - 2 * 10, kLineHeight, title, kTextAlignCenter);

	// Current path - TODO: handle long paths ?
	_currentPath = new StaticTextWidget(this, 10, 20, _w - 2 * 10, kLineHeight,
								"DUMMY", kTextAlignLeft);

	// Add file list
	_fileList = new ListWidget(this, 10, 34, _w - 2 * 10, _h - 34 - 24 - 10);
	_fileList->setNumberingMode(kListNumberingOff);

	// Buttons
	addButton(10, _h - 24, "Go up", kGoUpCmd, 0);
	addButton(_w - 2 * (kButtonWidth + 10), _h - 24, "Cancel", kCloseCmd, 0);
	addButton(_w - (kButtonWidth+10), _h - 24, "Choose", kChooseCmd, 0);
}

BrowserDialog::~BrowserDialog() {
	delete _node;
	delete _nodeContent;
	delete _choice;
}

void BrowserDialog::open() {
	// If no node has been set, or the last used one is now invalid,
	// go back to the root/default dir.
	if (_node == NULL || !_node->isValid()) {
		delete _node;
		_node = FilesystemNode::getRoot();
		assert(_node != NULL);
	}

	// Alway refresh file list
	updateListing();

	// Nothing chosen by default
	delete _choice;
	_choice = 0;
	
	// Call super implementation
	Dialog::open();
}

void BrowserDialog::close() {
	delete _nodeContent;
	_nodeContent = 0;

	// Call super implementation
	Dialog::close();
}

void BrowserDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
	FilesystemNode *tmp;

	switch (cmd) {
	case kChooseCmd: {
			// If nothing is selected in the list widget, choose the current dir.
			// Else, choose the dir that is selected.
			int selection = _fileList->getSelected();
			if (selection >= 0) {
				_choice = (*_nodeContent)[selection].clone();
			} else {
				_choice = _node->clone();
			}
			setResult(1);
			close();
		}
		break;
	case kGoUpCmd:
		tmp = _node->parent();
		delete _node;
		_node = tmp;
		updateListing();
		break;
	case kListItemDoubleClickedCmd:
		tmp = (*_nodeContent)[data].clone();
		delete _node;
		_node = tmp;
		updateListing();
		break;
	default:
		Dialog::handleCommand(sender, cmd, data);
	}
}

void BrowserDialog::updateListing() {
	assert(_node != NULL);

	// Update the path display
	_currentPath->setLabel(_node->path());

	// Read in the data from the file system
	delete _nodeContent;
	_nodeContent = _node->listDir();
	assert(_nodeContent != NULL);

	// Populate the ListWidget
	Common::StringList list;
	int size = _nodeContent->size();
	for (int i = 0; i < size; i++) {
		list.push_back((*_nodeContent)[i].displayName());
	}
	_fileList->setList(list);
	_fileList->scrollTo(0);

	// Finally, redraw
	draw();
}

#endif	// MACOSX

} // End of namespace GUI