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The width of each tab is now computed from its title, independently of the other tabs. This increases the number of tabs that fit on the screen. This rewrite also fixes a bug where if the window size increased while _firstVisibleTab > 0, some tabs would become inaccessible when the scroll buttons were hidden. The layout key Globals.TabWidget.Tab.Width is now treated as minimal tab width. This is set so that the tabs fit reasonably well in lowres layouts. At the same time, this reduces the lowres scroll buttons heights to fit. This patch makes the Nintento DS hacks in TabWidget obsolete. (Hopefully! I'm not able to test.)
132 lines
3.6 KiB
C++
132 lines
3.6 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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*/
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#ifndef GUI_WIDGETS_TAB_H
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#define GUI_WIDGETS_TAB_H
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#include "gui/widget.h"
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#include "common/str.h"
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#include "common/array.h"
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namespace GUI {
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enum {
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kTabForwards = 1,
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kTabBackwards = -1
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};
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class TabWidget : public Widget {
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typedef Common::String String;
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struct Tab {
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String title;
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Widget *firstWidget;
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int _tabWidth;
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};
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typedef Common::Array<Tab> TabList;
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protected:
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int _activeTab;
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int _firstVisibleTab;
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int _lastVisibleTab;
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TabList _tabs;
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int _tabHeight;
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int _minTabWidth;
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int _bodyRP, _bodyTP, _bodyLP, _bodyBP;
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ThemeEngine::DialogBackground _bodyBackgroundType;
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int _titleVPad;
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int _butRP, _butTP, _butW, _butH;
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ButtonWidget *_navLeft, *_navRight;
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bool _navButtonsVisible;
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public:
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TabWidget(GuiObject *boss, int x, int y, int w, int h);
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TabWidget(GuiObject *boss, const String &name);
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~TabWidget();
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void init();
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/**
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* Add a new tab with the given title. Returns a unique ID which can be used
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* to identify the tab (to remove it / activate it etc.).
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*/
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int addTab(const String &title);
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/**
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* Remove the tab with the given tab ID. Disposes all child widgets of that tab.
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* TODO: This code is *unfinished*. In particular, it changes the
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* tabIDs, so that they are not unique anymore! This is bad.
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* If we need to, we could fix this by changing the tab IDs from being an index
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* into the _tabs array to a real "unique" ID, which gets stored in the Tab struct.
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* It won't be difficult to implement this, but since currently no code seems to make
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* use of the feature...
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*/
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void removeTab(int tabID);
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int getActiveTab() {
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return _activeTab;
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}
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/**
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* Set the active tab by specifying a valid tab ID.
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* setActiveTab changes the value of _firstWidget. This means new
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* Widgets are always added to the active tab.
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*/
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void setActiveTab(int tabID);
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void setTabTitle(int tabID, const String &title) {
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assert(0 <= tabID && tabID < (int)_tabs.size());
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_tabs[tabID].title = title;
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}
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virtual void handleMouseDown(int x, int y, int button, int clickCount);
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virtual bool handleKeyDown(Common::KeyState state);
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virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
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virtual int getFirstVisible() const;
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virtual void setFirstVisible(int tabID, bool adjustIfRoom = false);
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virtual void reflowLayout();
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virtual void draw();
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protected:
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// We overload getChildY to make sure child widgets are positioned correctly.
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// Essentially this compensates for the space taken up by the tab title header.
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virtual int16 getChildY() const;
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virtual uint16 getHeight() const;
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virtual void drawWidget();
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virtual Widget *findWidget(int x, int y);
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virtual void adjustTabs(int value);
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virtual void computeLastVisibleTab(bool adjustFirstIfRoom);
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};
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} // End of namespace GUI
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#endif
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