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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.
*
*/
#ifndef GUI_WIDGETS_TAB_H
#define GUI_WIDGETS_TAB_H
#include "gui/widget.h"
#include "common/str.h"
#include "common/array.h"
namespace GUI {
class TabWidget : public Widget {
typedef Common::String String;
struct Tab {
String title;
Widget *firstWidget;
};
typedef Common::Array<Tab> TabList;
protected:
int _activeTab;
int _firstVisibleTab;
TabList _tabs;
int _tabWidth;
int _tabHeight;
int _bodyRP, _bodyTP, _bodyLP, _bodyBP;
ThemeEngine::DialogBackground _bodyBackgroundType;
int _titleVPad;
int _butRP, _butTP, _butW, _butH;
ButtonWidget *_navLeft, *_navRight;
public:
TabWidget(GuiObject *boss, int x, int y, int w, int h);
TabWidget(GuiObject *boss, const String &name);
~TabWidget();
void init();
/**
* Add a new tab with the given title. Returns a unique ID which can be used
* to identify the tab (to remove it / activate it etc.).
*/
int addTab(const String &title);
/**
* Remove the tab with the given tab ID. Disposes all child widgets of that tab.
* TODO: This code is *unfinished*. In particular, it changes the
* tabIDs, so that they are not unique anymore! This is bad.
* If we need to, we could fix this by changing the tab IDs from being an index
* into the _tabs array to a real "unique" ID, which gets stored in the Tab struct.
* It won't be difficult to implement this, but since currently no code seems to make
* use of the feature...
*/
void removeTab(int tabID);
int getActiveTab() {
return _activeTab;
}
/**
* Set the active tab by specifying a valid tab ID.
* setActiveTab changes the value of _firstWidget. This means new
* Widgets are always added to the active tab.
*/
void setActiveTab(int tabID);
void setTabTitle(int tabID, const String &title) {
assert(0 <= tabID && tabID < (int)_tabs.size());
_tabs[tabID].title = title;
}
virtual void handleMouseDown(int x, int y, int button, int clickCount);
virtual bool handleKeyDown(Common::KeyState state);
virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
virtual void reflowLayout();
virtual void draw();
protected:
// We overload getChildY to make sure child widgets are positioned correctly.
// Essentially this compensates for the space taken up by the tab title header.
virtual int16 getChildY() const;
virtual void drawWidget();
virtual Widget *findWidget(int x, int y);
};
} // End of namespace GUI
#endif
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