frodo-wii/Src/sdlgui.cpp
2009-01-13 18:46:42 +00:00

1477 lines
36 KiB
C++

/*
* sdlgui.cpp
*
* This file is taken from the ARAnyM project which builds a new and powerful
* TOS/FreeMiNT compatible virtual machine running on almost any hardware.
*
* Copyright (c) 2001 Thomas Huth - taken from his hatari project
* Copyright (c) 2002-2005 Petr Stehlik of ARAnyM dev team (see AUTHORS)
*
* It 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.
*
* You should have received a copy of the GNU General Public License
* along with Frodo; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "sysdeps.h"
#include "sdlgui.h"
#include <cstdlib>
#include "font8.h"
static SDL_Surface *mainsurface = NULL;
#define sdlscrn mainsurface
static SDL_Surface *fontgfx=NULL;
static int fontwidth, fontheight; /* Height and width of the actual font */
// Stores current dialog coordinates
static SDL_Rect DialogRect = {0, 0, 0, 0};
// Used by SDLGui_Get[First|Next]BackgroundRect()
static SDL_Rect BackgroundRect = {0, 0, 0, 0};
static int BackgroundRectCounter;
enum
{
SG_BCKGND_RECT_BEGIN,
SG_BCKGND_RECT_TOP,
SG_BCKGND_RECT_LEFT,
SG_BCKGND_RECT_RIGHT,
SG_BCKGND_RECT_BOTTOM,
SG_BCKGND_RECT_END
};
SDL_Color blackc[] = {{0, 0, 0, 0}};
SDL_Color darkgreyc[] = {{128, 128, 128, 0}};
SDL_Color greyc[] = {{192, 192, 192, 0}};
SDL_Color whitec[] = {{255, 255, 255, 0}};
enum
{
SG_FIRST_EDITFIELD,
SG_PREVIOUS_EDITFIELD,
SG_NEXT_EDITFIELD,
SG_LAST_EDITFIELD
};
/*-----------------------------------------------------------------------*/
/*
Load an 1 plane XBM into a 8 planes SDL_Surface.
*/
static SDL_Surface *SDLGui_LoadXBM(int w, int h, Uint8 *srcbits)
{
SDL_Surface *bitmap;
Uint8 *dstbits;
int x, y, srcpitch;
/* Allocate the bitmap */
bitmap = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 8, 0, 0, 0, 0);
if ( bitmap == NULL )
{
// TODO panicbug("Couldn't allocate bitmap: %s", SDL_GetError());
return(NULL);
}
srcpitch = ((w + 7) / 8);
dstbits = (Uint8 *)bitmap->pixels;
int mask = 1;
/* Copy the pixels */
for (y = 0 ; y < h ; y++)
{
for (x = 0 ; x < w ; x++)
{
dstbits[x] = (srcbits[x / 8] & mask) ? 1 : 0;
mask <<= 1;
mask |= (mask >> 8);
mask &= 0xFF;
}
dstbits += bitmap->pitch;
srcbits += srcpitch;
}
return(bitmap);
}
/*-----------------------------------------------------------------------*/
/*
Initialize the GUI.
*/
bool SDLGui_Init(SDL_Surface *GUISurface)
{
mainsurface = GUISurface;
/* Load the font graphics: */
fontgfx = SDLGui_LoadXBM(font8_width, font8_height, font8_bits);
if (fontgfx == NULL)
{
// TODO panicbug("Could not create font data");
// TODO panicbug("ARAnyM GUI will not be available");
return false;
}
/* Set font color 0 as transparent */
SDL_SetColorKey(fontgfx, SDL_SRCCOLORKEY, 0);
/* Get the font width and height: */
fontwidth = fontgfx->w/16;
fontheight = fontgfx->h/16;
return true;
}
/*-----------------------------------------------------------------------*/
/*
Uninitialize the GUI.
*/
int SDLGui_UnInit()
{
if (fontgfx)
{
SDL_FreeSurface(fontgfx);
fontgfx = NULL;
}
return 0;
}
/*-----------------------------------------------------------------------*/
/*
Compute real coordinates for a given object.
Note: centers dialog on screen.
*/
static void SDLGui_ObjCoord(SGOBJ *dlg, int objnum, SDL_Rect *rect)
{
rect->x = dlg[objnum].x * fontwidth;
rect->y = dlg[objnum].y * fontheight;
rect->w = dlg[objnum].w * fontwidth;
rect->h = dlg[objnum].h * fontheight;
rect->x += (sdlscrn->w - (dlg[0].w * fontwidth)) / 2;
rect->y += (sdlscrn->h - (dlg[0].h * fontheight)) / 2;
}
/*-----------------------------------------------------------------------*/
/*
Compute real coordinates for a given object.
This one takes borders into account and give coordinates as seen by user
*/
void SDLGui_ObjFullCoord(SGOBJ *dlg, int objnum, SDL_Rect *coord)
{
SDLGui_ObjCoord(dlg, objnum, coord);
switch (dlg[objnum].type)
{
case SGBOX:
case SGBUTTON:
{
// Take border into account
int border_size;
if (dlg[objnum].flags & SG_SELECTABLE)
{
if (dlg[objnum].flags & SG_DEFAULT)
border_size = 4;
else
border_size = 3;
}
else
{
if (dlg[objnum].flags & SG_BACKGROUND)
border_size = 6;
else
border_size = 5;
}
coord->x -= border_size;
coord->y -= border_size;
coord->w += (border_size * 2);
coord->h += (border_size * 2);
}
break;
case SGEDITFIELD:
// Allow one more pixel to the right for cursor
coord->w += 1;
// There is a line below
coord->h += 1;
break;
}
}
/*-----------------------------------------------------------------------*/
/*
Refresh display at given coordinates.
Unlike SDL_UpdateRect() this function can eat coords that goes beyond screen
boundaries.
"rect" will be modified to represent the area actually refreshed.
*/
void SDLGui_UpdateRect(SDL_Rect *rect)
{
if (rect->x < 0)
{
rect->w += rect->x;
rect->x = 0;
}
if ((rect->x + rect->w) > sdlscrn->w)
rect->w = (sdlscrn->w - rect->x);
if (rect->y < 0)
{
rect->h += rect->y;
rect->y = 0;
}
if ((rect->y + rect->h) > sdlscrn->h)
rect->h = (sdlscrn->h - rect->y);
if ((rect->w > 0) && (rect->h > 0))
SDL_UpdateRects(sdlscrn, 1, rect);
else
{
rect->x = 0;
rect->y = 0;
rect->w = 0;
rect->h = 0;
}
}
/*-----------------------------------------------------------------------*/
/*
Maps an SDL_Color to the screen format.
*/
Uint32 SDLGui_MapColor(SDL_Color *color)
{
return SDL_MapRGB(sdlscrn->format, color->r, color->g, color->b);
}
/*-----------------------------------------------------------------------*/
/*
Refresh display to reflect an object change.
*/
void SDLGui_RefreshObj(SGOBJ *dlg, int objnum)
{
SDL_Rect coord;
SDLGui_ObjFullCoord(dlg, objnum, &coord);
screenlock();
SDLGui_UpdateRect(&coord);
screenunlock();
}
/*-----------------------------------------------------------------------*/
/*
Draw a text string.
*/
void SDLGui_Text(int x, int y, const char *txt, SDL_Color *col)
{
int i;
char c;
SDL_Rect sr, dr;
SDL_SetColors(fontgfx, col, 1, 1);
screenlock();
for (i = 0 ; txt[i] != 0 ; i++)
{
c = txt[i];
sr.x = fontwidth * (c % 16);
sr.y = fontheight * (c / 16);
sr.w = fontwidth;
sr.h = fontheight;
dr.x = x + (fontwidth * i);
dr.y = y;
dr.w = fontwidth;
dr.h = fontheight;
SDL_BlitSurface(fontgfx, &sr, sdlscrn, &dr);
}
screenunlock();
}
/*-----------------------------------------------------------------------*/
/*
Draw a dialog text object.
*/
void SDLGui_DrawText(SGOBJ *tdlg, int objnum)
{
SDL_Rect coord;
SDL_Color *textc, *backgroundc;
if (tdlg[objnum].state & SG_SELECTED)
{
textc = whitec;
backgroundc = darkgreyc;
}
else if (tdlg[objnum].state & SG_DISABLED)
{
textc = darkgreyc;
backgroundc = greyc;
}
else
{
textc = blackc;
backgroundc = greyc;
}
SDLGui_ObjCoord(tdlg, objnum, &coord);
SDL_FillRect(sdlscrn, &coord, SDLGui_MapColor(backgroundc));
SDLGui_Text(coord.x, coord.y, tdlg[objnum].txt, textc);
}
/*-----------------------------------------------------------------------*/
/*
Draw an edit field object.
*/
void SDLGui_DrawEditField(SGOBJ *edlg, int objnum)
{
SDL_Rect coord;
SDL_Color *textc;
if (edlg[objnum].state & SG_DISABLED)
textc = darkgreyc;
else
textc = blackc;
SDLGui_ObjCoord(edlg, objnum, &coord);
coord.w += 1;
SDL_FillRect(sdlscrn, &coord, SDLGui_MapColor(greyc));
SDLGui_Text(coord.x, coord.y, edlg[objnum].txt, textc);
// Draw a line below.
coord.y = coord.y + coord.h;
coord.h = 1;
SDL_FillRect(sdlscrn, &coord, SDLGui_MapColor(darkgreyc));
}
/*-----------------------------------------------------------------------*/
/*
Draw or erase cursor.
*/
void SDLGui_DrawCursor(SGOBJ *dlg, cursor_state *cursor)
{
if (cursor->object != -1)
{
SDL_Rect coord;
SDL_Color *cursorc;
SDLGui_DrawEditField(dlg, cursor->object);
if (cursor->blink_state)
cursorc = blackc;
else
cursorc = greyc;
SDLGui_ObjCoord(dlg, cursor->object, &coord);
coord.x += (cursor->position * fontwidth);
coord.w = 1;
SDL_FillRect(sdlscrn, &coord, SDLGui_MapColor(cursorc));
SDLGui_RefreshObj(dlg, cursor->object);
}
}
/*-----------------------------------------------------------------------*/
/*
Draw a 3D effect around a given rectangle.
Rectangle is updated to the full size of the new object.
*/
void SDLGui_Draw3DAround(SDL_Rect *coord, SDL_Color *upleftc, SDL_Color *downrightc, SDL_Color *cornerc, int width)
{
SDL_Rect rect;
int i;
Uint32 upleftcol = SDLGui_MapColor(upleftc);
Uint32 downrightcol = SDLGui_MapColor(downrightc);
Uint32 cornercol = SDLGui_MapColor(cornerc);
screenlock();
for ( i = 1 ; i <= width ; i++)
{
rect.x = coord->x - i;
rect.y = coord->y - i;
rect.w = coord->w + (i * 2) - 1;
rect.h = 1;
SDL_FillRect(sdlscrn, &rect, upleftcol);
rect.x = coord->x - i;
rect.y = coord->y - i;
rect.w = 1;
rect.h = coord->h + (i * 2) - 1;
SDL_FillRect(sdlscrn, &rect, upleftcol);
rect.x = coord->x - i + 1;
rect.y = coord->y + coord->h - 1 + i;
rect.w = coord->w + (i * 2) - 1;
rect.h = 1;
SDL_FillRect(sdlscrn, &rect, downrightcol);
rect.x = coord->x + coord->w - 1 + i;
rect.y = coord->y - i + 1;
rect.w = 1;
rect.h = coord->h + (i * 2) - 1;
SDL_FillRect(sdlscrn, &rect, downrightcol);
rect.x = coord->x + coord->w + i - 1;
rect.y = coord->y - i;
rect.w = 1;
rect.h = 1;
SDL_FillRect(sdlscrn, &rect, cornercol);
rect.x = coord->x - i;
rect.y = coord->y + coord->h + i - 1;
rect.w = 1;
rect.h = 1;
SDL_FillRect(sdlscrn, &rect, cornercol);
}
screenunlock();
coord->x -= width;
coord->y -= width;
coord->w += (width * 2);
coord->h += (width * 2);
}
/*-----------------------------------------------------------------------*/
/*
Draw a colored box around a given rectangle.
Rectangle is updated to the full size of the new object.
*/
void SDLGui_DrawBoxAround(SDL_Rect *coord, SDL_Color *color, int width)
{
SDL_Rect rect;
Uint32 col = SDLGui_MapColor(color);
screenlock();
rect.x = coord->x - width;
rect.y = coord->y - width;
rect.w = coord->w + (width * 2);
rect.h = width;
SDL_FillRect(sdlscrn, &rect, col);
rect.x = coord->x - width;
rect.y = coord->y - width;
rect.w = width;
rect.h = coord->h + (width * 2);
SDL_FillRect(sdlscrn, &rect, col);
rect.x = coord->x + coord->w;
rect.y = coord->y - width;
rect.w = width;
rect.h = coord->h + (width * 2);
SDL_FillRect(sdlscrn, &rect, col);
rect.x = coord->x - width;
rect.y = coord->y + coord->h;
rect.w = coord->w + (width * 2);
rect.h = width;
SDL_FillRect(sdlscrn, &rect, col);
screenunlock();
coord->x -= width;
coord->y -= width;
coord->w += (width * 2);
coord->h += (width * 2);
}
/*-----------------------------------------------------------------------*/
/*
Draw a 3D box with given attributes.
*/
void SDLGui_Draw3DBox(SDL_Rect *coord,
SDL_Color *backgroundc,
SDL_Color *inboxc,
SDL_Color *upleftc,
SDL_Color *downrightc,
SDL_Color *outboxc,
int widthbackground,
int widthinbox,
int width3D1,
int width3D2,
int widthoutbox)
{
SDL_Rect rect;
screenlock();
// Draw background
rect.x = coord->x - widthbackground;
rect.y = coord->y - widthbackground;
rect.w = coord->w + (widthbackground * 2);
rect.h = coord->h + (widthbackground * 2);
SDL_FillRect(sdlscrn, &rect, SDLGui_MapColor(backgroundc));
screenunlock();
// Update coords
coord->x -= widthbackground;
coord->y -= widthbackground;
coord->w += (widthbackground * 2);
coord->h += (widthbackground * 2);
if (widthinbox > 0)
SDLGui_DrawBoxAround(coord, inboxc, widthinbox);
if (width3D1 > 0)
SDLGui_Draw3DAround(coord, upleftc, downrightc, backgroundc, width3D1);
if (width3D2 > 0)
SDLGui_Draw3DAround(coord, downrightc, upleftc, backgroundc, width3D2);
if (widthoutbox > 0)
SDLGui_DrawBoxAround(coord, outboxc, widthoutbox);
}
/*-----------------------------------------------------------------------*/
/*
Draw a dialog box object.
*/
void SDLGui_DrawBox(SGOBJ *bdlg, int objnum)
{
SDL_Rect coord;
SDL_Color *my_blackc;
SDL_Color *upleftc, *downrightc;
SDLGui_ObjCoord(bdlg, objnum, &coord);
// Modify box drawing according to object state
if (bdlg[objnum].state & SG_DISABLED)
my_blackc = darkgreyc;
else
my_blackc = blackc;
if (bdlg[objnum].state & SG_SELECTED)
{
upleftc = darkgreyc;
downrightc = whitec;
}
else
{
upleftc = whitec;
downrightc = darkgreyc;
}
// Draw box according to object flags
switch (bdlg[objnum].flags & (SG_SELECTABLE | SG_DEFAULT | SG_BACKGROUND))
{
case (SG_SELECTABLE | SG_DEFAULT | SG_BACKGROUND):
case (SG_SELECTABLE | SG_DEFAULT):
SDLGui_Draw3DBox(&coord,
greyc, NULL, upleftc, downrightc, my_blackc,
1, 0, 1, 0, 2);
break;
case (SG_SELECTABLE | SG_BACKGROUND):
case SG_SELECTABLE:
SDLGui_Draw3DBox(&coord,
greyc, NULL, upleftc, downrightc, my_blackc,
1, 0, 1, 0, 1);
break;
case (SG_DEFAULT | SG_BACKGROUND):
case SG_BACKGROUND:
SDLGui_Draw3DBox(&coord,
greyc, my_blackc, upleftc, downrightc, darkgreyc,
0, 2, 3, 0, 1);
break;
case SG_DEFAULT:
case 0:
SDLGui_Draw3DBox(&coord,
greyc, NULL, upleftc, downrightc, NULL,
3, 0, 1, 1, 0);
break;
}
}
/*-----------------------------------------------------------------------*/
/*
Draw a normal button.
*/
void SDLGui_DrawButton(SGOBJ *bdlg, int objnum)
{
SDL_Rect coord;
int x, y;
SDL_Color *textc;
SDLGui_ObjCoord(bdlg, objnum, &coord);
x = coord.x + ((coord.w - (strlen(bdlg[objnum].txt) * fontwidth)) / 2);
y = coord.y + ((coord.h - fontheight) / 2);
if (bdlg[objnum].state & SG_SELECTED)
{
x += 1;
y += 1;
}
if (bdlg[objnum].state & SG_DISABLED)
textc = darkgreyc;
else
textc = blackc;
SDLGui_DrawBox(bdlg, objnum);
SDLGui_Text(x, y, bdlg[objnum].txt, textc);
}
/*-----------------------------------------------------------------------*/
/*
Draw a dialog check box object state.
*/
void SDLGui_DrawCheckBoxState(SGOBJ *cdlg, int objnum)
{
Uint32 grey = SDLGui_MapColor(greyc);
SDL_Rect coord;
char str[2];
SDL_Color *textc;
SDLGui_ObjCoord(cdlg, objnum, &coord);
if (cdlg[objnum].flags & SG_RADIO)
{
if (cdlg[objnum].state & SG_SELECTED)
str[0]=SGCHECKBOX_RADIO_SELECTED;
else
str[0]=SGCHECKBOX_RADIO_NORMAL;
}
else
{
if (cdlg[objnum].state & SG_SELECTED)
str[0]=SGCHECKBOX_SELECTED;
else
str[0]=SGCHECKBOX_NORMAL;
}
if (cdlg[objnum].state & SG_DISABLED)
textc = darkgreyc;
else
textc = blackc;
str[1]='\0';
coord.w = fontwidth;
coord.h = fontheight;
if (cdlg[objnum].flags & SG_BUTTON_RIGHT)
coord.x += ((strlen(cdlg[objnum].txt) + 1) * fontwidth);
SDL_FillRect(sdlscrn, &coord, grey);
SDLGui_Text(coord.x, coord.y, str, textc);
}
/*-----------------------------------------------------------------------*/
/*
Draw a dialog check box object.
*/
void SDLGui_DrawCheckBox(SGOBJ *cdlg, int objnum)
{
SDL_Rect coord;
SDL_Color *textc;
SDLGui_ObjCoord(cdlg, objnum, &coord);
if (!(cdlg[objnum].flags&SG_BUTTON_RIGHT))
coord.x += (fontwidth * 2);
if (cdlg[objnum].state & SG_DISABLED)
textc = darkgreyc;
else
textc = blackc;
SDLGui_Text(coord.x, coord.y, cdlg[objnum].txt, textc);
SDLGui_DrawCheckBoxState(cdlg, objnum);
}
/*-----------------------------------------------------------------------*/
/*
Draw a dialog popup button object.
*/
void SDLGui_DrawPopupButton(SGOBJ *pdlg, int objnum)
{
SDL_Rect coord;
const char *downstr = "\x02";
SDL_Color *textc;
if (pdlg[objnum].state & SG_DISABLED)
textc = darkgreyc;
else
textc = blackc;
SDLGui_DrawBox(pdlg, objnum);
SDLGui_ObjCoord(pdlg, objnum, &coord);
SDLGui_Text(coord.x, coord.y, pdlg[objnum].txt, textc);
SDLGui_Text(coord.x+coord.w-fontwidth, coord.y, downstr, textc);
}
/*-----------------------------------------------------------------------*/
/*
Draw an object.
*/
void SDLGui_DrawObject(SGOBJ *dlg, int objnum)
{
switch (dlg[objnum].type)
{
case SGBOX:
SDLGui_DrawBox(dlg, objnum);
break;
case SGTEXT:
SDLGui_DrawText(dlg, objnum);
break;
case SGEDITFIELD:
SDLGui_DrawEditField(dlg, objnum);
break;
case SGBUTTON:
SDLGui_DrawButton(dlg, objnum);
break;
case SGCHECKBOX:
SDLGui_DrawCheckBox(dlg, objnum);
break;
case SGPOPUP:
SDLGui_DrawPopupButton(dlg, objnum);
break;
}
}
/*-----------------------------------------------------------------------*/
/*
Draw a whole dialog.
*/
void SDLGui_DrawDialog(SGOBJ *dlg)
{
int i;
// Store dialog coordinates
SDLGui_ObjFullCoord(dlg, 0, &DialogRect);
for (i = 0 ; dlg[i].type != -1 ; i++)
{
if (dlg[i].state & SG_HIDDEN) continue;
SDLGui_DrawObject(dlg, i);
}
SDLGui_RefreshObj(dlg, 0);
}
/*-----------------------------------------------------------------------*/
/*
Search default object in a dialog.
*/
int SDLGui_FindDefaultObj(SGOBJ *dlg)
{
int i = 0;
while (dlg[i].type != -1)
{
if (dlg[i].flags & SG_DEFAULT)
return i;
i++;
}
return -1;
}
/*-----------------------------------------------------------------------*/
/*
Search an object at given coordinates.
*/
int SDLGui_FindObj(SGOBJ *dlg, int fx, int fy)
{
SDL_Rect coord;
int end, i;
int ob = -1;
// Search end object in dialog
i = 0;
while (dlg[i++].type != -1);
end = i;
// Now check each object
for (i = end-1 ; i >= 0 ; i--)
{
SDLGui_ObjFullCoord(dlg, i, &coord);
if(fx >= coord.x &&
fy >= coord.y &&
fx < (coord.x + coord.w) &&
fy < (coord.y + coord.h))
{
if (dlg[i].state & (SG_HIDDEN | SG_DISABLED)) continue;
ob = i;
break;
}
}
return ob;
}
/*-----------------------------------------------------------------------*/
/*
A radio object has been selected. Let's deselect any other in his group.
*/
void SDLGui_SelectRadioObject(SGOBJ *dlg, int clicked_obj)
{
int obj;
// Find first radio object in this group
obj = clicked_obj;
while (dlg[--obj].flags & SG_RADIO);
// Update state
while (dlg[++obj].flags & SG_RADIO)
{
// This code scan every object in the group. This allows to solve cases
// where multiple objects where selected in the group by clicking one.
if ((obj != clicked_obj) && (dlg[obj].state & SG_SELECTED))
{
// Deselect this radio button
dlg[obj].state &= ~SG_SELECTED;
SDLGui_DrawObject(dlg, obj);
SDLGui_RefreshObj(dlg, obj);
}
}
}
/*-----------------------------------------------------------------------*/
/*
Update clicked object state depending on given mouse coordinates.
Returns true if the mouse is over the object, false otherwise.
*/
bool SDLGui_UpdateObjState(SGOBJ *dlg, int clicked_obj, int original_state,
int x, int y)
{
int obj;
obj = SDLGui_FindObj(dlg, x, y);
// Special case : user clicked on an already selected radio object
// do not modify its state.
// We handle it here because it allows to exit if the object is SG_EXIT or
// SG_TOUCHEXIT without any additional test.
if ((dlg[clicked_obj].flags & SG_RADIO) && (original_state & SG_SELECTED))
return (obj == clicked_obj);
if (((obj != clicked_obj) &&
(dlg[clicked_obj].state != original_state)) ||
((obj == clicked_obj) &&
(dlg[clicked_obj].state == original_state)))
{
if (dlg[clicked_obj].flags & SG_SELECTABLE)
{
dlg[clicked_obj].state ^= SG_SELECTED;
SDLGui_DrawObject(dlg, clicked_obj);
SDLGui_RefreshObj(dlg, clicked_obj);
}
}
return (obj == clicked_obj);
}
/*-----------------------------------------------------------------------*/
/*
Search edit field in a dialog.
*/
int SDLGui_FindEditField(SGOBJ *dlg, int objnum, int mode)
{
int i, j;
switch (mode)
{
case SG_FIRST_EDITFIELD:
i = 0;
while (dlg[i].type != -1)
{
if ((dlg[i].type == SGEDITFIELD) &&
((dlg[i].state & (SG_HIDDEN | SG_DISABLED)) == 0))
return i;
i++;
}
break;
case SG_PREVIOUS_EDITFIELD:
i = objnum - 1;
while (i >= 0)
{
if ((dlg[i].type == SGEDITFIELD) &&
((dlg[i].state & (SG_HIDDEN | SG_DISABLED)) == 0))
return i;
i--;
}
break;
case SG_NEXT_EDITFIELD:
i = objnum + 1;
while (dlg[i].type != -1)
{
if ((dlg[i].type == SGEDITFIELD) &&
((dlg[i].state & (SG_HIDDEN | SG_DISABLED)) == 0))
return i;
i++;
}
break;
case SG_LAST_EDITFIELD:
i = objnum + 1;
j = -1;
while (dlg[i].type != -1)
{
if ((dlg[i].type == SGEDITFIELD) &&
((dlg[i].state & (SG_HIDDEN | SG_DISABLED)) == 0))
j = i;
i++;
}
if (j != -1)
return j;
break;
}
return objnum;
}
/*-----------------------------------------------------------------------*/
/*
Move cursor to another edit field.
*/
void SDLGui_MoveCursor(SGOBJ *dlg, cursor_state *cursor, int mode)
{
int new_object;
new_object = SDLGui_FindEditField(dlg, cursor->object, mode);
if (new_object != cursor->object)
{
/* Erase old cursor */
cursor->blink_state = false;
SDLGui_DrawCursor(dlg, cursor);
cursor->object = new_object;
cursor->position = strlen(dlg[new_object].txt);
}
else
{
/* We stay in the same field */
/* Move cursor to begin or end of text depending on mode */
switch (mode)
{
case SG_FIRST_EDITFIELD:
case SG_PREVIOUS_EDITFIELD:
cursor->position = 0;
break;
case SG_NEXT_EDITFIELD:
case SG_LAST_EDITFIELD:
cursor->position = strlen(dlg[new_object].txt);
break;
}
}
}
/*-----------------------------------------------------------------------*/
/*
Handle mouse clicks on edit fields.
*/
void SDLGui_ClickEditField(SGOBJ *dlg, cursor_state *cursor, int clicked_obj, int x)
{
SDL_Rect coord;
int i, j;
/* Erase old cursor */
cursor->blink_state = false;
SDLGui_DrawCursor(dlg, cursor);
SDLGui_ObjFullCoord(dlg, clicked_obj, &coord);
i = (x - coord.x + (fontwidth / 2)) / fontwidth;
j = strlen(dlg[clicked_obj].txt);
cursor->object = clicked_obj;
cursor->position = MIN(i, j);
cursor->blink_state = true;
cursor->blink_counter = 0;
SDLGui_DrawCursor(dlg, cursor);
}
/*-----------------------------------------------------------------------*/
/*
Handle mouse clicks.
*/
int SDLGui_MouseClick(SGOBJ *dlg, int fx, int fy, cursor_state *cursor)
{
int clicked_obj;
int return_obj = -1;
int original_state = 0;
int x, y;
clicked_obj = SDLGui_FindObj(dlg, fx, fy);
if (clicked_obj >= 0)
{
original_state = dlg[clicked_obj].state;
SDLGui_UpdateObjState(dlg, clicked_obj, original_state, fx, fy);
if (dlg[clicked_obj].flags & SG_TOUCHEXIT)
{
return_obj = clicked_obj;
clicked_obj = -1;
}
}
while (clicked_obj >= 0)
{
SDL_Event evnt;
// SDL_PumpEvents() - not necessary, the main check_event thread calls it
if (SDL_PeepEvents(&evnt, 1, SDL_GETEVENT, SDL_EVENTMASK(SDL_USEREVENT)))
{
switch (evnt.user.code)
{
case SDL_USEREVENT:
// a signal that resolution has changed
// Restore clicked object original state
dlg[clicked_obj].state = original_state;
// re-draw dialog
SDLGui_DrawDialog(dlg);
// Exit from mouse click handling.
clicked_obj = -1;
break;
case SDL_MOUSEBUTTONUP:
x = reinterpret_cast<intptr>(evnt.user.data1);
y = reinterpret_cast<intptr>(evnt.user.data2);
if (SDLGui_UpdateObjState(dlg, clicked_obj, original_state, x, y))
{
// true if mouse button is released over clicked object.
// If applicable, the object has been selected by
// SDLGui_UpdateObjState(). Let's do additional handling here.
// Exit if object is an SG_EXIT one.
if (dlg[clicked_obj].flags & SG_EXIT)
return_obj = clicked_obj;
// If it's a SG_RADIO object, deselect other objects in his group.
if (dlg[clicked_obj].flags & SG_RADIO)
SDLGui_SelectRadioObject(dlg, clicked_obj);
if (dlg[clicked_obj].type == SGEDITFIELD)
SDLGui_ClickEditField(dlg, cursor, clicked_obj, x);
}
// Exit from mouse click handling.
clicked_obj = -1;
break;
}
}
else
{
// No special event occured.
// Update object state according to mouse coordinates.
SDL_GetMouseState(&x, &y);
SDLGui_UpdateObjState(dlg, clicked_obj, original_state, x, y);
// Wait a little to avoid eating CPU.
SDL_Delay(100);
}
}
return return_obj;
}
/*-----------------------------------------------------------------------*/
/*
Handle key press.
*/
int SDLGui_KeyPress(SGOBJ *dlg, int keysym, int mod, cursor_state *cursor)
{
int return_obj = -1;
int obj;
if (cursor->object != -1)
{
switch(keysym)
{
case SDLK_RETURN:
case SDLK_KP_ENTER:
break;
case SDLK_BACKSPACE:
if (cursor->position > 0)
{
memmove(&dlg[cursor->object].txt[cursor->position-1],
&dlg[cursor->object].txt[cursor->position],
strlen(&dlg[cursor->object].txt[cursor->position])+1);
cursor->position--;
}
break;
case SDLK_DELETE:
if(cursor->position < (int)strlen(dlg[cursor->object].txt))
{
memmove(&dlg[cursor->object].txt[cursor->position],
&dlg[cursor->object].txt[cursor->position+1],
strlen(&dlg[cursor->object].txt[cursor->position+1])+1);
}
break;
case SDLK_LEFT:
if (cursor->position > 0)
cursor->position--;
break;
case SDLK_RIGHT:
if (cursor->position < (int)strlen(dlg[cursor->object].txt))
cursor->position++;
break;
case SDLK_DOWN:
SDLGui_MoveCursor(dlg, cursor, SG_NEXT_EDITFIELD);
break;
case SDLK_UP:
SDLGui_MoveCursor(dlg, cursor, SG_PREVIOUS_EDITFIELD);
break;
case SDLK_TAB:
if (mod & KMOD_SHIFT)
SDLGui_MoveCursor(dlg, cursor, SG_PREVIOUS_EDITFIELD);
else
SDLGui_MoveCursor(dlg, cursor, SG_NEXT_EDITFIELD);
break;
case SDLK_HOME:
if (mod & KMOD_CTRL)
SDLGui_MoveCursor(dlg, cursor, SG_FIRST_EDITFIELD);
else
cursor->position = 0;
break;
case SDLK_END:
if (mod & KMOD_CTRL)
SDLGui_MoveCursor(dlg, cursor, SG_LAST_EDITFIELD);
else
cursor->position = strlen(dlg[cursor->object].txt);
break;
default:
if ((keysym >= SDLK_KP0) && (keysym <= SDLK_KP9))
{
// map numpad numbers to normal numbers
keysym -= (SDLK_KP0 - SDLK_0);
}
/* If it is a "good" key then insert it into the text field */
if ((keysym >= SDLK_SPACE) && (keysym < SDLK_KP0))
{
if (strlen(dlg[cursor->object].txt) < dlg[cursor->object].w)
{
memmove(&dlg[cursor->object].txt[cursor->position+1],
&dlg[cursor->object].txt[cursor->position],
strlen(&dlg[cursor->object].txt[cursor->position])+1);
if (mod & KMOD_SHIFT)
dlg[cursor->object].txt[cursor->position] = toupper(keysym);
else
dlg[cursor->object].txt[cursor->position] = keysym;
cursor->position += 1;
}
}
break;
}
}
switch(keysym)
{
case SDLK_RETURN:
case SDLK_KP_ENTER:
obj = SDLGui_FindDefaultObj(dlg);
if (obj >= 0)
{
dlg[obj].state ^= SG_SELECTED;
SDLGui_DrawObject(dlg, obj);
SDLGui_RefreshObj(dlg, obj);
if (dlg[obj].flags & (SG_EXIT | SG_TOUCHEXIT))
{
return_obj = obj;
SDL_Delay(300);
}
}
break;
}
// Force cursor display. Should ease text input.
cursor->blink_state = true;
cursor->blink_counter = 0;
// Redraw current edit field...
SDLGui_DrawCursor(dlg, cursor);
return return_obj;
}
/*-----------------------------------------------------------------------*/
/*
Used to update screen while GUI is opened. Return a list of rectangles that
covers the screen without overlaping the current dialog.
*/
SDL_Rect *SDLGui_GetFirstBackgroundRect(void)
{
// Reset counter...
BackgroundRectCounter = SG_BCKGND_RECT_BEGIN;
// And returns first rectangle
return SDLGui_GetNextBackgroundRect();
}
/*-----------------------------------------------------------------------*/
/*
Returns next rectangle to be redrawn to update screen or NULL if we reached
the end of the list.
This code is "flying dialog" ready :)
It will need some updating if we implement popup buttons handled by sdlgui,
as the popup could be higher than the root box...
I used some recursivity here to simplify the code.
*/
SDL_Rect *SDLGui_GetNextBackgroundRect(void)
{
SDL_Rect *return_rect = NULL;
switch (BackgroundRectCounter)
{
case SG_BCKGND_RECT_END:
// Nothing to do : return_rect is already initialized to NULL.
break;
case SG_BCKGND_RECT_BEGIN:
if (DialogRect.w == 0)
{
// The dialog is not drawn yet...
// Let's redraw the full screen.
BackgroundRect.x = 0;
BackgroundRect.y = 0;
BackgroundRect.w = sdlscrn->w;
BackgroundRect.h = sdlscrn->h;
return_rect = &BackgroundRect;
// We reached the end of the list.
BackgroundRectCounter = SG_BCKGND_RECT_END;
}
else
{
BackgroundRectCounter = SG_BCKGND_RECT_TOP;
return_rect = SDLGui_GetNextBackgroundRect();
}
break;
case SG_BCKGND_RECT_TOP:
BackgroundRectCounter = SG_BCKGND_RECT_LEFT;
if (DialogRect.y > 0)
{
BackgroundRect.x = 0;
BackgroundRect.y = 0;
BackgroundRect.w = sdlscrn->w;
BackgroundRect.h = DialogRect.y;
return_rect = &BackgroundRect;
}
else
return_rect = SDLGui_GetNextBackgroundRect();
break;
case SG_BCKGND_RECT_LEFT:
BackgroundRectCounter = SG_BCKGND_RECT_RIGHT;
if (DialogRect.x > 0)
{
BackgroundRect.x = 0;
BackgroundRect.y = (DialogRect.y > 0) ? DialogRect.y : 0;
BackgroundRect.w = DialogRect.x;
BackgroundRect.h =
((DialogRect.y + DialogRect.h) < (int)sdlscrn->h) ?
(DialogRect.h + DialogRect.y - BackgroundRect.y) :
(sdlscrn->h - DialogRect.y);
return_rect = &BackgroundRect;
}
else
return_rect = SDLGui_GetNextBackgroundRect();
break;
case SG_BCKGND_RECT_RIGHT:
BackgroundRectCounter = SG_BCKGND_RECT_BOTTOM;
if ((DialogRect.x + DialogRect.w) < (int)sdlscrn->w)
{
BackgroundRect.x = DialogRect.x + DialogRect.w;
BackgroundRect.y = (DialogRect.y > 0) ? DialogRect.y : 0;
BackgroundRect.w = sdlscrn->w - (DialogRect.x + DialogRect.w);
BackgroundRect.h =
((DialogRect.y + DialogRect.h) < (int)sdlscrn->w) ?
(DialogRect.h + DialogRect.y - BackgroundRect.y) :
(sdlscrn->h - DialogRect.y);
return_rect = &BackgroundRect;
}
else
return_rect = SDLGui_GetNextBackgroundRect();
break;
case SG_BCKGND_RECT_BOTTOM:
BackgroundRectCounter = SG_BCKGND_RECT_END;
if ((DialogRect.y + DialogRect.h) < (int)sdlscrn->h)
{
// Bottom
BackgroundRect.x = 0;
BackgroundRect.y = DialogRect.y + DialogRect.h;
BackgroundRect.w = sdlscrn->w;
BackgroundRect.h = sdlscrn->h - (DialogRect.y + DialogRect.h);
return_rect = &BackgroundRect;
}
else
return_rect = SDLGui_GetNextBackgroundRect();
break;
}
return return_rect;
}
SDL_Event getEvent(SGOBJ *dlg, cursor_state *cursor)
{
int i = 0;
while(1) {
SDL_Event evnt;
// fprintf(stderr, "Debug Before Peep events\n");
if (SDL_PeepEvents(&evnt, 1, SDL_GETEVENT, SDL_EVENTMASK(SDL_USEREVENT)))
{
fprintf(stderr, "Debug Peep events %d\n",i++);
SDL_Event e;
switch(evnt.user.code)
{
case SDL_KEYDOWN:
case SDL_KEYUP:
e.type = evnt.user.code;
e.key.keysym.sym = (SDLKey)reinterpret_cast<uintptr>(evnt.user.data1);
e.key.keysym.mod = (SDLMod)reinterpret_cast<uintptr>(evnt.user.data2);
return e;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
e.type = evnt.user.code;
if (evnt.user.code == SDL_MOUSEBUTTONDOWN)
fprintf(stderr, "Debug mouse down\n");
else
fprintf(stderr, "Debug mouse down\n");
e.button.x = reinterpret_cast<intptr>(evnt.user.data1);
e.button.y = reinterpret_cast<intptr>(evnt.user.data2);
return e;
case SDL_USEREVENT:
// a signal that resolution has changed
if (dlg != NULL)
SDLGui_DrawDialog(dlg); // re-draw dialog
break;
}
}
else
{
// No special event occured.
// Wait a little to avoid eating CPU.
SDL_Delay(50);
if (cursor != NULL) {
cursor->blink_counter++;
if (cursor->blink_counter >= 10) {
cursor->blink_counter = 0;
cursor->blink_state = !cursor->blink_state;
if (dlg != NULL)
SDLGui_DrawCursor(dlg, cursor);
}
}
}
}
}
/*-----------------------------------------------------------------------*/
/*
Show and process a dialog. Returns the button number that has been
pressed. Does NOT handle SDL_QUIT - you must handle it before you
pass the input event to the SDL GUI.
*/
int SDLGui_DoDialog(SGOBJ *dlg)
{
int return_obj = -1;
int obj;
int x, y;
// int keysym, mod;
cursor_state cursor;
// Is the left mouse button still pressed? Yes -> Handle TOUCHEXIT objects here
bool stillPressed = (SDL_GetMouseState(&x, &y) & SDL_BUTTON(1));
obj = SDLGui_FindObj(dlg, x, y);
if (stillPressed && (obj >= 0) && (dlg[obj].flags & SG_TOUCHEXIT))
{
// Mouse button is pressed over a TOUCHEXIT Button
// Toogle its state before drawing anything (it has been deselected before).
dlg[obj].state ^= SG_SELECTED;
return_obj = obj;
}
cursor.object = SDLGui_FindEditField(dlg, -1, SG_FIRST_EDITFIELD);
cursor.position = (cursor.object != -1) ? strlen(dlg[cursor.object].txt) : 0;
cursor.blink_counter = 0;
cursor.blink_state = true;
SDLGui_DrawDialog(dlg);
/* The main loop */
while (return_obj < 0)
{
fprintf(stderr, "Debug SDL main loop\n");
SDL_Event evnt = getEvent(dlg, &cursor);
fprintf(stderr, "Debug SDL main loop got event\n");
switch(evnt.type)
{
case SDL_KEYDOWN:
return_obj = SDLGui_KeyPress(dlg, evnt.key.keysym.sym, evnt.key.keysym.mod, &cursor);
break;
case SDL_MOUSEBUTTONDOWN:
return_obj = SDLGui_MouseClick(dlg, evnt.button.x, evnt.button.y, &cursor);
break;
}
}
fprintf(stderr, "Debug SDL main loop finished\n");
if (dlg[return_obj].type == SGBUTTON)
{
// Deselect button...
// BUG: This should be caller responsibility
dlg[return_obj].state ^= SG_SELECTED;
}
return return_obj;
}