Files
scummvm/gui/TabWidget.cpp
T
Eugene Sandulenko 3fafa07ab0 GUI: Added in-place hotkeys for widgets.
Now it is possible to specify hotkeys in place for ButtonWidget
and CheckboxWidget (the only widgets with hotkeys now).

Use de-facto standard with putting hotkey between tildes (~).
Like '~O~pen'. The tildes gets stripped before after hotkey
is extracted.

This is done for giving translators possibility to specify
their own hotkeys.

Old hotkeys defined at widget instance creation are left for
leaving possibility to specify non-printable hotkeys such as
Common::ASCII_ESCAPE.

Translation files were updated respectively.

svn-id: r49766
2010-06-15 10:47:31 +00:00

313 lines
8.6 KiB
C++

/* 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/util.h"
#include "gui/TabWidget.h"
#include "gui/dialog.h"
#include "gui/GuiManager.h"
#include "gui/ThemeEval.h"
namespace GUI {
enum {
kCmdLeft = 'LEFT',
kCmdRight = 'RGHT'
};
TabWidget::TabWidget(GuiObject *boss, int x, int y, int w, int h)
: Widget(boss, x, y, w, h) {
init();
}
TabWidget::TabWidget(GuiObject *boss, const String &name)
: Widget(boss, name) {
init();
}
void TabWidget::init() {
setFlags(WIDGET_ENABLED);
_type = kTabWidget;
_activeTab = -1;
_firstVisibleTab = 0;
_tabWidth = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width");
_tabHeight = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Height");
_titleVPad = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Padding.Top");
_butRP = g_gui.xmlEval()->getVar("Globals.TabWidget.navButtonPadding.Right", 0);
_butTP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Padding.Top", 0);
_butW = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Width", 10);
_butH = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Height", 10);
int x = _w - _butRP - _butW * 2 - 2;
int y = _butTP - _tabHeight;
_navLeft = new ButtonWidget(this, x, y, _butW, _butH, "<", kCmdLeft);
_navRight = new ButtonWidget(this, x + _butW + 2, y, _butW, _butH, ">", kCmdRight);
}
TabWidget::~TabWidget() {
_firstWidget = 0;
for (uint i = 0; i < _tabs.size(); ++i) {
delete _tabs[i].firstWidget;
_tabs[i].firstWidget = 0;
}
_tabs.clear();
delete _navRight;
}
int16 TabWidget::getChildY() const {
return getAbsY() + _tabHeight;
}
int TabWidget::addTab(const String &title) {
// Add a new tab page
Tab newTab;
newTab.title = title;
newTab.firstWidget = 0;
_tabs.push_back(newTab);
int numTabs = _tabs.size();
// HACK: Nintendo DS uses a custom config dialog. This dialog does not work with
// our default "Globals.TabWidget.Tab.Width" setting.
//
// TODO: Add proper handling in the theme layout for such cases.
//
// There are different solutions to this problem:
// - offer a "Tab.Width" setting per tab widget and thus let the Ninteno DS
// backend set a default value for its special dialog.
//
// - change our themes to use auto width calculaction by default
//
// - change "Globals.TabWidget.Tab.Width" to be the minimal tab width setting and
// rename it accordingly.
// Actually this solution is pretty similar to our HACK for the Nintendo DS
// backend. This hack enables auto width calculation by default with the
// "Globals.TabWidget.Tab.Width" value as minimal width for the tab buttons.
//
// - we might also consider letting every tab button having its own width.
//
// - other solutions you can think of, which are hopefully less evil ;-).
//
// Of course also the Ninteno DS' dialog should be in our layouting engine, instead
// of being hard coded like it is right now.
//
// There are checks for __DS__ all over this source file to take care of the
// aforemnetioned problem.
#ifdef __DS__
if (true) {
#else
if (g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width") == 0) {
#endif
if (_tabWidth == 0)
_tabWidth = 40;
// Determine the new tab width
int newWidth = g_gui.getStringWidth(title) + 2 * 3;
if (_tabWidth < newWidth)
_tabWidth = newWidth;
int maxWidth = _w / numTabs;
if (_tabWidth > maxWidth)
_tabWidth = maxWidth;
}
// Activate the new tab
setActiveTab(numTabs - 1);
return _activeTab;
}
void TabWidget::removeTab(int tabID) {
assert(0 <= tabID && tabID < (int)_tabs.size());
// Deactive the tab if it's currently the active one
if (tabID == _activeTab) {
_tabs[tabID].firstWidget = _firstWidget;
releaseFocus();
_firstWidget = 0;
}
// Dispose the widgets in that tab and then the tab itself
delete _tabs[tabID].firstWidget;
_tabs.remove_at(tabID);
// Adjust _firstVisibleTab if necessary
if (_firstVisibleTab >= (int)_tabs.size()) {
_firstVisibleTab = MAX(0, (int)_tabs.size() - 1);
}
// The active tab was removed, so select a new active one (if any remains)
if (tabID == _activeTab) {
_activeTab = -1;
if (tabID >= (int)_tabs.size())
tabID = _tabs.size() - 1;
if (tabID >= 0)
setActiveTab(tabID);
}
// Finally trigger a redraw
_boss->draw();
}
void TabWidget::setActiveTab(int tabID) {
assert(0 <= tabID && tabID < (int)_tabs.size());
if (_activeTab != tabID) {
// Exchange the widget lists, and switch to the new tab
if (_activeTab != -1) {
_tabs[_activeTab].firstWidget = _firstWidget;
releaseFocus();
}
_activeTab = tabID;
_firstWidget = _tabs[tabID].firstWidget;
_boss->draw();
}
}
void TabWidget::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
Widget::handleCommand(sender, cmd, data);
switch (cmd) {
case kCmdLeft:
if (_firstVisibleTab) {
_firstVisibleTab--;
draw();
}
break;
case kCmdRight:
if (_firstVisibleTab + _w / _tabWidth < (int)_tabs.size()) {
_firstVisibleTab++;
draw();
}
break;
}
}
void TabWidget::handleMouseDown(int x, int y, int button, int clickCount) {
assert(y < _tabHeight);
// Determine which tab was clicked
int tabID = -1;
if (x >= 0 && (x % _tabWidth) < _tabWidth) {
tabID = x / _tabWidth;
if (tabID >= (int)_tabs.size())
tabID = -1;
}
// If a tab was clicked, switch to that pane
if (tabID >= 0 && tabID + _firstVisibleTab < (int)_tabs.size()) {
setActiveTab(tabID + _firstVisibleTab);
}
}
bool TabWidget::handleKeyDown(Common::KeyState state) {
// TODO: maybe there should be a way to switch between tabs
// using the keyboard? E.g. Alt-Shift-Left/Right-Arrow or something
// like that.
return Widget::handleKeyDown(state);
}
void TabWidget::reflowLayout() {
Widget::reflowLayout();
for (uint i = 0; i < _tabs.size(); ++i) {
Widget *w = _tabs[i].firstWidget;
while (w) {
w->reflowLayout();
w = w->next();
}
}
_tabHeight = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Height");
_tabWidth = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width");
_titleVPad = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Padding.Top");
if (_tabWidth == 0) {
_tabWidth = 40;
#ifdef __DS__
}
if (true) {
#endif
int maxWidth = _w / _tabs.size();
for (uint i = 0; i < _tabs.size(); ++i) {
// Determine the new tab width
int newWidth = g_gui.getStringWidth(_tabs[i].title) + 2 * 3;
if (_tabWidth < newWidth)
_tabWidth = newWidth;
if (_tabWidth > maxWidth)
_tabWidth = maxWidth;
}
}
_butRP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.PaddingRight", 0);
_butTP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Padding.Top", 0);
_butW = g_gui.xmlEval()->getVar("GlobalsTabWidget.NavButton.Width", 10);
_butH = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Height", 10);
int x = _w - _butRP - _butW * 2 - 2;
int y = _butTP - _tabHeight;
_navLeft->resize(x, y, _butW, _butH);
_navRight->resize(x + _butW + 2, y, _butW, _butH);
}
void TabWidget::drawWidget() {
Common::Array<Common::String> tabs;
for (int i = _firstVisibleTab; i < (int)_tabs.size(); ++i) {
tabs.push_back(_tabs[i].title);
}
g_gui.theme()->drawTab(Common::Rect(_x, _y, _x+_w, _y+_h), _tabHeight, _tabWidth, tabs, _activeTab - _firstVisibleTab, 0, _titleVPad);
}
void TabWidget::draw() {
Widget::draw();
if (_tabWidth * _tabs.size() > _w) {
_navLeft->draw();
_navRight->draw();
}
}
Widget *TabWidget::findWidget(int x, int y) {
if (y < _tabHeight) {
if (_tabWidth * _tabs.size() > _w) {
if (y >= _butTP && y < _butTP + _butH) {
if (x >= _w - _butRP - _butW * 2 - 2 && x < _w - _butRP - _butW - 2)
return _navLeft;
if (x >= _w - _butRP - _butW && x < _w - _butRP)
return _navRight;
}
}
// Click was in the tab area
return this;
} else {
// Iterate over all child widgets and find the one which was clicked
return Widget::findWidgetInChain(_firstWidget, x, y - _tabHeight);
}
}
} // End of namespace GUI