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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
313 lines
8.6 KiB
C++
313 lines
8.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#include "common/util.h"
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#include "gui/TabWidget.h"
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#include "gui/dialog.h"
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#include "gui/GuiManager.h"
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#include "gui/ThemeEval.h"
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namespace GUI {
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enum {
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kCmdLeft = 'LEFT',
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kCmdRight = 'RGHT'
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};
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TabWidget::TabWidget(GuiObject *boss, int x, int y, int w, int h)
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: Widget(boss, x, y, w, h) {
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init();
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}
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TabWidget::TabWidget(GuiObject *boss, const String &name)
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: Widget(boss, name) {
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init();
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}
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void TabWidget::init() {
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setFlags(WIDGET_ENABLED);
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_type = kTabWidget;
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_activeTab = -1;
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_firstVisibleTab = 0;
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_tabWidth = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width");
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_tabHeight = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Height");
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_titleVPad = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Padding.Top");
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_butRP = g_gui.xmlEval()->getVar("Globals.TabWidget.navButtonPadding.Right", 0);
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_butTP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Padding.Top", 0);
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_butW = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Width", 10);
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_butH = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Height", 10);
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int x = _w - _butRP - _butW * 2 - 2;
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int y = _butTP - _tabHeight;
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_navLeft = new ButtonWidget(this, x, y, _butW, _butH, "<", kCmdLeft);
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_navRight = new ButtonWidget(this, x + _butW + 2, y, _butW, _butH, ">", kCmdRight);
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}
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TabWidget::~TabWidget() {
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_firstWidget = 0;
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for (uint i = 0; i < _tabs.size(); ++i) {
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delete _tabs[i].firstWidget;
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_tabs[i].firstWidget = 0;
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}
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_tabs.clear();
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delete _navRight;
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}
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int16 TabWidget::getChildY() const {
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return getAbsY() + _tabHeight;
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}
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int TabWidget::addTab(const String &title) {
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// Add a new tab page
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Tab newTab;
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newTab.title = title;
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newTab.firstWidget = 0;
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_tabs.push_back(newTab);
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int numTabs = _tabs.size();
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// HACK: Nintendo DS uses a custom config dialog. This dialog does not work with
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// our default "Globals.TabWidget.Tab.Width" setting.
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//
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// TODO: Add proper handling in the theme layout for such cases.
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//
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// There are different solutions to this problem:
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// - offer a "Tab.Width" setting per tab widget and thus let the Ninteno DS
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// backend set a default value for its special dialog.
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//
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// - change our themes to use auto width calculaction by default
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//
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// - change "Globals.TabWidget.Tab.Width" to be the minimal tab width setting and
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// rename it accordingly.
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// Actually this solution is pretty similar to our HACK for the Nintendo DS
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// backend. This hack enables auto width calculation by default with the
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// "Globals.TabWidget.Tab.Width" value as minimal width for the tab buttons.
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//
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// - we might also consider letting every tab button having its own width.
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//
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// - other solutions you can think of, which are hopefully less evil ;-).
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//
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// Of course also the Ninteno DS' dialog should be in our layouting engine, instead
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// of being hard coded like it is right now.
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//
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// There are checks for __DS__ all over this source file to take care of the
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// aforemnetioned problem.
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#ifdef __DS__
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if (true) {
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#else
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if (g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width") == 0) {
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#endif
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if (_tabWidth == 0)
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_tabWidth = 40;
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// Determine the new tab width
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int newWidth = g_gui.getStringWidth(title) + 2 * 3;
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if (_tabWidth < newWidth)
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_tabWidth = newWidth;
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int maxWidth = _w / numTabs;
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if (_tabWidth > maxWidth)
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_tabWidth = maxWidth;
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}
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// Activate the new tab
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setActiveTab(numTabs - 1);
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return _activeTab;
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}
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void TabWidget::removeTab(int tabID) {
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assert(0 <= tabID && tabID < (int)_tabs.size());
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// Deactive the tab if it's currently the active one
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if (tabID == _activeTab) {
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_tabs[tabID].firstWidget = _firstWidget;
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releaseFocus();
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_firstWidget = 0;
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}
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// Dispose the widgets in that tab and then the tab itself
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delete _tabs[tabID].firstWidget;
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_tabs.remove_at(tabID);
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// Adjust _firstVisibleTab if necessary
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if (_firstVisibleTab >= (int)_tabs.size()) {
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_firstVisibleTab = MAX(0, (int)_tabs.size() - 1);
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}
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// The active tab was removed, so select a new active one (if any remains)
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if (tabID == _activeTab) {
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_activeTab = -1;
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if (tabID >= (int)_tabs.size())
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tabID = _tabs.size() - 1;
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if (tabID >= 0)
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setActiveTab(tabID);
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}
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// Finally trigger a redraw
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_boss->draw();
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}
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void TabWidget::setActiveTab(int tabID) {
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assert(0 <= tabID && tabID < (int)_tabs.size());
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if (_activeTab != tabID) {
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// Exchange the widget lists, and switch to the new tab
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if (_activeTab != -1) {
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_tabs[_activeTab].firstWidget = _firstWidget;
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releaseFocus();
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}
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_activeTab = tabID;
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_firstWidget = _tabs[tabID].firstWidget;
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_boss->draw();
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}
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}
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void TabWidget::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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Widget::handleCommand(sender, cmd, data);
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switch (cmd) {
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case kCmdLeft:
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if (_firstVisibleTab) {
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_firstVisibleTab--;
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draw();
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}
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break;
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case kCmdRight:
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if (_firstVisibleTab + _w / _tabWidth < (int)_tabs.size()) {
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_firstVisibleTab++;
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draw();
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}
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break;
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}
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}
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void TabWidget::handleMouseDown(int x, int y, int button, int clickCount) {
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assert(y < _tabHeight);
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// Determine which tab was clicked
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int tabID = -1;
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if (x >= 0 && (x % _tabWidth) < _tabWidth) {
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tabID = x / _tabWidth;
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if (tabID >= (int)_tabs.size())
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tabID = -1;
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}
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// If a tab was clicked, switch to that pane
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if (tabID >= 0 && tabID + _firstVisibleTab < (int)_tabs.size()) {
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setActiveTab(tabID + _firstVisibleTab);
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}
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}
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bool TabWidget::handleKeyDown(Common::KeyState state) {
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// TODO: maybe there should be a way to switch between tabs
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// using the keyboard? E.g. Alt-Shift-Left/Right-Arrow or something
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// like that.
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return Widget::handleKeyDown(state);
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}
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void TabWidget::reflowLayout() {
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Widget::reflowLayout();
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for (uint i = 0; i < _tabs.size(); ++i) {
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Widget *w = _tabs[i].firstWidget;
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while (w) {
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w->reflowLayout();
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w = w->next();
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}
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}
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_tabHeight = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Height");
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_tabWidth = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Width");
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_titleVPad = g_gui.xmlEval()->getVar("Globals.TabWidget.Tab.Padding.Top");
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if (_tabWidth == 0) {
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_tabWidth = 40;
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#ifdef __DS__
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}
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if (true) {
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#endif
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int maxWidth = _w / _tabs.size();
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for (uint i = 0; i < _tabs.size(); ++i) {
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// Determine the new tab width
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int newWidth = g_gui.getStringWidth(_tabs[i].title) + 2 * 3;
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if (_tabWidth < newWidth)
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_tabWidth = newWidth;
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if (_tabWidth > maxWidth)
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_tabWidth = maxWidth;
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}
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}
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_butRP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.PaddingRight", 0);
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_butTP = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Padding.Top", 0);
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_butW = g_gui.xmlEval()->getVar("GlobalsTabWidget.NavButton.Width", 10);
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_butH = g_gui.xmlEval()->getVar("Globals.TabWidget.NavButton.Height", 10);
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int x = _w - _butRP - _butW * 2 - 2;
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int y = _butTP - _tabHeight;
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_navLeft->resize(x, y, _butW, _butH);
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_navRight->resize(x + _butW + 2, y, _butW, _butH);
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}
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void TabWidget::drawWidget() {
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Common::Array<Common::String> tabs;
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for (int i = _firstVisibleTab; i < (int)_tabs.size(); ++i) {
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tabs.push_back(_tabs[i].title);
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}
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g_gui.theme()->drawTab(Common::Rect(_x, _y, _x+_w, _y+_h), _tabHeight, _tabWidth, tabs, _activeTab - _firstVisibleTab, 0, _titleVPad);
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}
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void TabWidget::draw() {
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Widget::draw();
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if (_tabWidth * _tabs.size() > _w) {
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_navLeft->draw();
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_navRight->draw();
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}
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}
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Widget *TabWidget::findWidget(int x, int y) {
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if (y < _tabHeight) {
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if (_tabWidth * _tabs.size() > _w) {
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if (y >= _butTP && y < _butTP + _butH) {
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if (x >= _w - _butRP - _butW * 2 - 2 && x < _w - _butRP - _butW - 2)
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return _navLeft;
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if (x >= _w - _butRP - _butW && x < _w - _butRP)
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return _navRight;
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}
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}
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// Click was in the tab area
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return this;
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} else {
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// Iterate over all child widgets and find the one which was clicked
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return Widget::findWidgetInChain(_firstWidget, x, y - _tabHeight);
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}
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}
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} // End of namespace GUI
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