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/* 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.
*
* $URL$
* $Id$
*/
#ifndef DIALOG_H
#define DIALOG_H
#include "common/scummsys.h"
#include "common/str.h"
#include "gui/object.h"
#include "gui/widget.h"
namespace GUI {
class NewGui;
class PopUpWidget;
// Some "common" commands sent to handleCommand()
enum {
kCloseCmd = 'clos'
};
class Dialog : public GuiObject {
// TANOKU-TODO: remove newgui from here
friend class NewGui;
protected:
Widget *_mouseWidget;
Widget *_focusedWidget;
Widget *_dragWidget;
bool _visible;
Theme::DialogBackground _backgroundType;
private:
int _result;
public:
Dialog(int x, int y, int w, int h);
Dialog(const Common::String &name);
virtual int runModal();
bool isVisible() const { return _visible; }
void releaseFocus();
virtual void reflowLayout();
protected:
virtual void open();
virtual void close();
virtual void draw();
virtual void drawDialog();
virtual void handleTickle(); // Called periodically (in every guiloop() )
virtual void handleMouseDown(int x, int y, int button, int clickCount);
virtual void handleMouseUp(int x, int y, int button, int clickCount);
virtual void handleMouseWheel(int x, int y, int direction);
virtual void handleKeyDown(Common::KeyState state);
virtual void handleKeyUp(Common::KeyState state);
virtual void handleMouseMoved(int x, int y, int button);
virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
Widget *findWidget(int x, int y); // Find the widget at pos x,y if any
Widget *findWidget(const char *name);
void removeWidget(Widget *widget);
ButtonWidget *addButton(GuiObject *boss, int x, int y, const Common::String &label, uint32 cmd, char hotkey);
void setResult(int result) { _result = result; }
int getResult() const { return _result; }
};
} // End of namespace GUI
#endif
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