/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-1-1/gui/TabWidget.h $
 * $Id: TabWidget.h 44199 2009-09-20 11:25:39Z dhewg $
 */

#ifndef TABWIDGET_H
#define TABWIDGET_H

#include "widget.h"
#include "common/str.h"
#include "common/array.h"

namespace GUI {

class TabWidget : public Widget {
	typedef Common::String String;
	struct Tab {
		String title;
		Widget *firstWidget;
	};
	typedef Common::Array<Tab> TabList;

protected:
	int _activeTab;
	int _firstVisibleTab;
	TabList _tabs;
	int _tabWidth;
	int _tabHeight;

	int _titleVPad;

	int _butRP, _butTP, _butW, _butH;

	ButtonWidget *_navLeft, *_navRight;

public:
	TabWidget(GuiObject *boss, int x, int y, int w, int h);
	TabWidget(GuiObject *boss, const String &name);
	~TabWidget();

	void init();

	/**
	 * Add a new tab with the given title. Returns a unique ID which can be used
	 * to identify the tab (to remove it / activate it etc.).
	 */
	int addTab(const String &title);

	/**
	 * Remove the tab with the given tab ID. Disposes all child widgets of that tab.
	 * TODO: This code is *unfinished*. In particular, it changes the
	 * tabIDs, so that they are not unique anymore! This is bad.
	 * If we need to, we could fix this by changing the tab IDs from being an index
	 * into the _tabs array to a real "unique" ID, which gets stored in the Tab struct.
	 * It won't be difficult to implement this, but since currently no code seems to make
	 * use of the feature...
	 */
	void removeTab(int tabID);

	int getActiveTab() {
		return _activeTab;
	}

	/**
	 * Set the active tab by specifying a valid tab ID.
	 * setActiveTab changes the value of _firstWidget. This means new
	 * Widgets are always added to the active tab.
	 */
	void setActiveTab(int tabID);

	void setTabTitle(int tabID, const String &title) {
		assert(0 <= tabID && tabID < (int)_tabs.size());
		_tabs[tabID].title = title;
	}

	virtual void handleMouseDown(int x, int y, int button, int clickCount);
	virtual bool handleKeyDown(Common::KeyState state);
	virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);

	virtual void reflowLayout();

	virtual void draw();

protected:
	// We overload getChildY to make sure child widgets are positioned correctly.
	// Essentially this compensates for the space taken up by the tab title header.
	virtual int16	getChildY() const;

	virtual void drawWidget();

	virtual Widget *findWidget(int x, int y);
};

} // End of namespace GUI

#endif
