scummvm/backends/keymapper/remap-dialog.cpp
Bastien Bouclet c0d8b6d9fc GUI: Introduce dynamic layouts
Prior to this change, a GUI layout was only affected by the screen size.
Now, a layout can additionally be influenced by the GUI dialog and widgets
that uses it. This capability is leveraged to implement the following
features:

* Layout elements that are not bound to a GUI widget do not take space.
   This means that dialogs where the widgets shown depend on for example
   a feature being enabled at configure time no longer have blank spaces.
* Widgets can define a minimal required size for their contents not to be
   cut. For now this is only used for buttons so their width is always
   sufficient for their caption not to be cut. This mechanism could be
   applied to other widget types in the future.
2020-01-04 10:56:25 +01:00

463 lines
14 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.
*
*/
#include "backends/keymapper/remap-dialog.h"
#ifdef ENABLE_KEYMAPPER
#include "common/system.h"
#include "gui/gui-manager.h"
#include "gui/widgets/popup.h"
#include "gui/widgets/scrollbar.h"
#include "gui/ThemeEval.h"
#include "common/translation.h"
namespace Common {
enum {
kRemapCmd = 'REMP',
kClearCmd = 'CLER',
kCloseCmd = 'CLOS'
};
RemapDialog::RemapDialog()
: Dialog("KeyMapper"), _keymapTable(0), _topAction(0), _remapTimeout(0), _topKeymapIsGui(false) {
_keymapper = g_system->getEventManager()->getKeymapper();
assert(_keymapper);
_kmPopUpDesc = new GUI::StaticTextWidget(this, "KeyMapper.PopupDesc", _("Keymap:"));
_kmPopUp = new GUI::PopUpWidget(this, "KeyMapper.Popup");
_scrollBar = new GUI::ScrollBarWidget(this, 0, 0, 0, 0);
GUI::ContainerWidget *keymapArea = new GUI::ContainerWidget(this, "KeyMapper.KeymapArea");
keymapArea->setBackgroundType(GUI::ThemeEngine::kWidgetBackgroundNo);
new GUI::ButtonWidget(this, "KeyMapper.Close", _("Close"), 0, kCloseCmd);
}
RemapDialog::~RemapDialog() {
free(_keymapTable);
}
void RemapDialog::open() {
const Stack<Keymapper::MapRecord> &activeKeymaps = _keymapper->getActiveStack();
if (activeKeymaps.size() > 0) {
if (activeKeymaps.top().keymap->getName() == Common::kGuiKeymapName)
_topKeymapIsGui = true;
// Add the entry for the "effective" special view. See RemapDialog::loadKeymap()
_kmPopUp->appendEntry(activeKeymaps.top().keymap->getName() + _(" (Effective)"));
}
Keymapper::Domain *_globalKeymaps = &_keymapper->getGlobalDomain();
Keymapper::Domain *_gameKeymaps = 0;
int keymapCount = 0;
if (_globalKeymaps->empty())
_globalKeymaps = 0;
else
keymapCount += _globalKeymaps->size();
if (ConfMan.getActiveDomain() != 0) {
_gameKeymaps = &_keymapper->getGameDomain();
if (_gameKeymaps->empty())
_gameKeymaps = 0;
else
keymapCount += _gameKeymaps->size();
}
if (activeKeymaps.size() > 1) {
keymapCount += activeKeymaps.size() - 1;
}
debug(3, "RemapDialog::open keymaps: %d", keymapCount);
_keymapTable = (Keymap **)malloc(sizeof(Keymap *) * keymapCount);
Keymapper::Domain::iterator it;
uint32 idx = 0;
if (activeKeymaps.size() > 1) {
int topIndex = activeKeymaps.size() - 1;
bool active = activeKeymaps[topIndex].transparent;
for (int i = topIndex - 1; i >= 0; --i) {
Keymapper::MapRecord mr = activeKeymaps[i];
// Add an entry for each keymap in the stack after the top keymap. Mark it Active if it is
// reachable or Blocked if an opaque keymap is on top of it thus blocking access to it.
_kmPopUp->appendEntry(mr.keymap->getName() + (active ? _(" (Active)") : _(" (Blocked)")), idx);
_keymapTable[idx++] = mr.keymap;
active &= mr.transparent;
}
}
_kmPopUp->appendEntry("");
// Now add entries for all known keymaps. Note that there will be duplicates with the stack entries.
if (_globalKeymaps) {
for (it = _globalKeymaps->begin(); it != _globalKeymaps->end(); ++it) {
// "global" means its keybindings apply to all games; saved in a global conf domain
_kmPopUp->appendEntry(it->_value->getName() + _(" (Global)"), idx);
_keymapTable[idx++] = it->_value;
}
}
if (_gameKeymaps) {
for (it = _gameKeymaps->begin(); it != _gameKeymaps->end(); ++it) {
// "game" means its keybindings are saved per-target
_kmPopUp->appendEntry(it->_value->getName() + _(" (Game)"), idx);
_keymapTable[idx++] = it->_value;
}
}
_changes = false;
Dialog::open();
_kmPopUp->setSelected(0);
loadKeymap();
}
void RemapDialog::close() {
_kmPopUp->clearEntries();
free(_keymapTable);
_keymapTable = 0;
if (_changes)
ConfMan.flushToDisk();
Dialog::close();
}
void RemapDialog::reflowLayout() {
Dialog::reflowLayout();
int buttonHeight = g_gui.xmlEval()->getVar("Globals.Button.Height", 0);
int scrollbarWidth = g_gui.xmlEval()->getVar("Globals.Scrollbar.Width", 0);
int16 areaX, areaY;
uint16 areaW, areaH;
g_gui.xmlEval()->getWidgetData((const String&)String("KeyMapper.KeymapArea"), areaX, areaY, areaW, areaH);
int spacing = g_gui.xmlEval()->getVar("Globals.KeyMapper.Spacing");
int keyButtonWidth = g_gui.xmlEval()->getVar("Globals.KeyMapper.ButtonWidth");
int clearButtonWidth = g_gui.xmlEval()->getVar("Globals.Line.Height");
int clearButtonHeight = g_gui.xmlEval()->getVar("Globals.Line.Height");
int colWidth = areaW - scrollbarWidth;
int labelWidth = colWidth - (keyButtonWidth + spacing + clearButtonWidth + spacing);
_rowCount = (areaH + spacing) / (buttonHeight + spacing);
debug(7, "rowCount = %d" , _rowCount);
if (colWidth <= 0 || _rowCount <= 0)
error("Remap dialog too small to display any keymaps");
_scrollBar->resize(areaX + areaW - scrollbarWidth, areaY, scrollbarWidth, areaH);
_scrollBar->_entriesPerPage = _rowCount;
_scrollBar->_numEntries = 1;
_scrollBar->recalc();
uint textYOff = (buttonHeight - kLineHeight) / 2;
uint clearButtonYOff = (buttonHeight - clearButtonHeight) / 2;
uint oldSize = _keymapWidgets.size();
uint newSize = _rowCount;
_keymapWidgets.reserve(newSize);
for (uint i = 0; i < newSize; i++) {
ActionWidgets widg;
if (i >= _keymapWidgets.size()) {
widg.actionText =
new GUI::StaticTextWidget(this, 0, 0, 0, 0, "", Graphics::kTextAlignLeft);
widg.keyButton =
new GUI::ButtonWidget(this, 0, 0, 0, 0, "", 0, kRemapCmd + i);
widg.clearButton = addClearButton(this, "", kClearCmd + i, 0, 0, clearButtonWidth, clearButtonHeight);
_keymapWidgets.push_back(widg);
} else {
widg = _keymapWidgets[i];
}
uint x = areaX;
uint y = areaY + (i) * (buttonHeight + spacing);
widg.keyButton->resize(x, y, keyButtonWidth, buttonHeight);
widg.clearButton->resize(x + keyButtonWidth + spacing, y + clearButtonYOff, clearButtonWidth, clearButtonHeight);
widg.actionText->resize(x + keyButtonWidth + spacing + clearButtonWidth + spacing, y + textYOff, labelWidth, kLineHeight);
}
while (oldSize > newSize) {
ActionWidgets widg = _keymapWidgets.remove_at(--oldSize);
removeWidget(widg.actionText);
delete widg.actionText;
removeWidget(widg.keyButton);
delete widg.keyButton;
removeWidget(widg.clearButton);
delete widg.clearButton;
}
}
void RemapDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
debug(3, "RemapDialog::handleCommand %u %u", cmd, data);
if (cmd >= kRemapCmd && cmd < kRemapCmd + _keymapWidgets.size()) {
startRemapping(cmd - kRemapCmd);
} else if (cmd >= kClearCmd && cmd < kClearCmd + _keymapWidgets.size()) {
clearMapping(cmd - kClearCmd);
} else if (cmd == GUI::kPopUpItemSelectedCmd) {
loadKeymap();
} else if (cmd == GUI::kSetPositionCmd) {
refreshKeymap();
} else if (cmd == kCloseCmd) {
close();
} else {
GUI::Dialog::handleCommand(sender, cmd, data);
}
}
void RemapDialog::clearMapping(uint i) {
if (_topAction + i >= _currentActions.size())
return;
debug(3, "clear the mapping %u", i);
Action *activeRemapAction = _currentActions[_topAction + i].action;
activeRemapAction->mapInput(0);
activeRemapAction->getParent()->saveMappings();
_changes = true;
// force refresh
stopRemapping(true);
refreshKeymap();
}
void RemapDialog::startRemapping(uint i) {
if (_topAction + i >= _currentActions.size())
return;
if (_keymapper->isRemapping()) {
// Handle a second click on the button as a stop to remapping
stopRemapping(true);
return;
}
_remapTimeout = g_system->getMillis() + kRemapTimeoutDelay;
Action *activeRemapAction = _currentActions[_topAction + i].action;
_keymapWidgets[i].keyButton->setLabel("...");
_keymapWidgets[i].keyButton->markAsDirty();
_keymapper->startRemappingMode(activeRemapAction);
}
void RemapDialog::stopRemapping(bool force) {
_topAction = -1;
refreshKeymap();
if (force)
_keymapper->stopRemappingMode();
}
void RemapDialog::handleKeyDown(Common::KeyState state) {
if (_keymapper->isRemapping())
return;
GUI::Dialog::handleKeyDown(state);
}
void RemapDialog::handleKeyUp(Common::KeyState state) {
if (_keymapper->isRemapping())
return;
GUI::Dialog::handleKeyUp(state);
}
void RemapDialog::handleOtherEvent(Event ev) {
if (ev.type == EVENT_GUI_REMAP_COMPLETE_ACTION) {
// _keymapper is telling us that something changed
_changes = true;
stopRemapping();
} else {
GUI::Dialog::handleOtherEvent(ev);
}
}
void RemapDialog::handleMouseDown(int x, int y, int button, int clickCount) {
if (_keymapper->isRemapping())
stopRemapping();
else
Dialog::handleMouseDown(x, y, button, clickCount);
}
void RemapDialog::handleTickle() {
if (_keymapper->isRemapping() && g_system->getMillis() > _remapTimeout)
stopRemapping(true);
Dialog::handleTickle();
}
void RemapDialog::loadKeymap() {
_currentActions.clear();
const Stack<Keymapper::MapRecord> &activeKeymaps = _keymapper->getActiveStack();
debug(3, "RemapDialog::loadKeymap active keymaps: %u", activeKeymaps.size());
if (!activeKeymaps.empty() && _kmPopUp->getSelected() == 0) {
// This is the "effective" view which shows all effective actions:
// - all of the topmost keymap action
// - all mapped actions that are reachable
List<const HardwareInput *> freeInputs(_keymapper->getHardwareInputs());
int topIndex = activeKeymaps.size() - 1;
// This is a WORKAROUND for changing the popup list selected item and changing it back
// to the top entry. Upon changing it back, the top keymap is always "gui".
if (!_topKeymapIsGui && activeKeymaps[topIndex].keymap->getName() == kGuiKeymapName)
--topIndex;
// add most active keymap's keys
Keymapper::MapRecord top = activeKeymaps[topIndex];
List<Action *>::iterator actIt;
debug(3, "RemapDialog::loadKeymap top keymap: %s", top.keymap->getName().c_str());
for (actIt = top.keymap->getActions().begin(); actIt != top.keymap->getActions().end(); ++actIt) {
Action *act = *actIt;
ActionInfo info = {act, false, act->description};
_currentActions.push_back(info);
if (act->getMappedInput())
freeInputs.remove(act->getMappedInput());
}
// loop through remaining finding mappings for unmapped keys
if (top.transparent && topIndex >= 0) {
for (int i = topIndex - 1; i >= 0; --i) {
Keymapper::MapRecord mr = activeKeymaps[i];
debug(3, "RemapDialog::loadKeymap keymap: %s", mr.keymap->getName().c_str());
List<const HardwareInput *>::iterator inputIt = freeInputs.begin();
const HardwareInput *input = *inputIt;
while (inputIt != freeInputs.end()) {
Action *act = 0;
if (input->type == kHardwareInputTypeKeyboard)
act = mr.keymap->getMappedAction(input->key);
else if (input->type == kHardwareInputTypeGeneric)
act = mr.keymap->getMappedAction(input->inputCode);
if (act) {
ActionInfo info = {act, true, act->description + " (" + mr.keymap->getName() + ")"};
_currentActions.push_back(info);
freeInputs.erase(inputIt);
} else {
++inputIt;
}
}
if (mr.transparent == false || freeInputs.empty())
break;
}
}
} else if (_kmPopUp->getSelected() != -1) {
// This is the regular view of a keymap that isn't the topmost one.
// It shows all of that keymap's actions
Keymap *km = _keymapTable[_kmPopUp->getSelectedTag()];
List<Action *>::iterator it;
for (it = km->getActions().begin(); it != km->getActions().end(); ++it) {
ActionInfo info = {*it, false, (*it)->description};
_currentActions.push_back(info);
}
}
// refresh scroll bar
_scrollBar->_currentPos = 0;
_scrollBar->_numEntries = _currentActions.size();
_scrollBar->recalc();
// force refresh
_topAction = -1;
refreshKeymap();
}
void RemapDialog::refreshKeymap() {
int newTopAction = _scrollBar->_currentPos;
if (newTopAction == _topAction)
return;
_topAction = newTopAction;
//_container->markAsDirty();
_scrollBar->markAsDirty();
uint actionI = _topAction;
for (uint widgetI = 0; widgetI < _keymapWidgets.size(); widgetI++) {
ActionWidgets& widg = _keymapWidgets[widgetI];
if (actionI < _currentActions.size()) {
debug(8, "RemapDialog::refreshKeymap actionI=%u", actionI);
ActionInfo& info = _currentActions[actionI];
widg.actionText->setLabel(info.description);
widg.actionText->setEnabled(!info.inherited);
const HardwareInput *mappedInput = info.action->getMappedInput();
if (mappedInput)
widg.keyButton->setLabel(mappedInput->description);
else
widg.keyButton->setLabel("-");
widg.actionText->setVisible(true);
widg.keyButton->setVisible(true);
widg.clearButton->setVisible(true);
actionI++;
} else {
widg.actionText->setVisible(false);
widg.keyButton->setVisible(false);
widg.clearButton->setVisible(false);
}
//widg.actionText->markAsDirty();
//widg.keyButton->markAsDirty();
}
// need to redraw entire Dialog so that invisible
// widgets disappear
g_gui.scheduleTopDialogRedraw();
}
} // End of namespace Common
#endif // #ifdef ENABLE_KEYMAPPER