scummvm/gui/newgui.cpp

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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "common/system.h"
#include "common/util.h"
#include "graphics/cursorman.h"
#include "graphics/paletteman.h"
#include "gui/newgui.h"
#include "gui/dialog.h"
#include "gui/eval.h"
#include "common/config-manager.h"
DECLARE_SINGLETON(GUI::NewGui);
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namespace GUI {
/*
* TODO list
* - add more widgets: edit field, popup, radio buttons, ...
*
* Other ideas:
* - allow multi line (l/c/r aligned) text via StaticTextWidget ?
* - add "close" widget to all dialogs (with a flag to turn it off) ?
* - make dialogs "moveable" ?
* - come up with a new look & feel / theme for the GUI
* - ...
*/
enum {
kDoubleClickDelay = 500, // milliseconds
kCursorAnimateDelay = 250,
kKeyRepeatInitialDelay = 400,
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kKeyRepeatSustainDelay = 100
};
#if defined(__SYMBIAN32__) // Testing: could be removed? Just making sure that an CVS update doesn't break my code :P
#define USE_AUTO_SCALING false
#else
#define USE_AUTO_SCALING false
#endif
// HACK. FIXME. This doesn't belong here. But otherwise it creates compulation problems
GuiObject::GuiObject(Common::String name) : _firstWidget(0) {
_name = name;
handleScreenChanged();
}
void GuiObject::handleScreenChanged() {
if (_name != "") {
if ((_x = g_gui.evaluator()->getVar(_name + ".x")) == EVAL_UNDEF_VAR)
error("Undefined variable %s.x", _name.c_str());
if ((_y = g_gui.evaluator()->getVar(_name + ".y")) == EVAL_UNDEF_VAR)
error("Undefined variable %s.y", _name.c_str());
_w = g_gui.evaluator()->getVar(_name + ".w");
_h = g_gui.evaluator()->getVar(_name + ".h");
if(_x < 0)
error("Widget <%s> has x < 0", _name.c_str());
if(_x >= g_system->getOverlayWidth())
error("Widget <%s> has x > %d", _name.c_str(), g_system->getOverlayWidth());
if(_x + _w > g_system->getOverlayWidth())
error("Widget <%s> has x + w > %d (%d)", _name.c_str(), g_system->getOverlayWidth(), _x + _w);
if(_y < 0)
error("Widget <%s> has y < 0", _name.c_str());
if(_y >= g_system->getOverlayWidth())
error("Widget <%s> has y > %d", _name.c_str(), g_system->getOverlayHeight());
if(_y + _h > g_system->getOverlayWidth())
error("Widget <%s> has y + h > %d (%d)", _name.c_str(), g_system->getOverlayHeight(), _y + _h);
}
}
// Constructor
NewGui::NewGui() : _needRedraw(false),
_stateIsSaved(false), _cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_system = g_system;
// Clear the cursor
memset(_cursor, 0xFF, sizeof(_cursor));
// Reset key repeat
_currentKeyDown.keycode = 0;
#ifndef DISABLE_FANCY_THEMES
ConfMan.registerDefault("gui_theme", "default");
Common::String style = ConfMan.get("gui_theme");
// The default theme for now is the 'modern' theme.
if (scumm_stricmp(style.c_str(), "default") == 0)
style = "modern";
if (scumm_stricmp(style.c_str(), "classic") == 0) {
#endif
_theme = new ThemeClassic(_system);
#ifndef DISABLE_FANCY_THEMES
} else {
_theme = new ThemeNew(_system, style.c_str());
}
#endif
assert(_theme);
// Init the theme
if (!_theme->init()) {
warning("Could not initialize your preferred theme, falling back to classic style");
delete _theme;
_theme = new ThemeClassic(_system);
assert(_theme);
if (!_theme->init()) {
error("Couldn't initialize classic theme");
}
}
_theme->resetDrawArea();
}
void NewGui::runLoop() {
Dialog *activeDialog = _dialogStack.top();
bool didSaveState = false;
int button;
if (activeDialog == 0)
return;
if (!_stateIsSaved) {
saveState();
_theme->enable();
didSaveState = true;
}
int i;
bool useStandardCurs = !_theme->ownCursor();
if (useStandardCurs) {
const byte palette[] = {
255, 255, 255, 0,
255, 255, 255, 0,
171, 171, 171, 0,
87, 87, 87, 0
};
PaletteMan.pushCursorPalette(palette, 0, 4);
CursorMan.pushCursor(NULL, 0, 0, 0, 0);
CursorMan.showMouse(true);
}
while (!_dialogStack.empty() && activeDialog == _dialogStack.top()) {
activeDialog->handleTickle();
if (_needRedraw) {
// Restore the overlay to its initial state, then draw all dialogs.
// This is necessary to get the blending right.
_theme->clearAll();
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for (i = 0; i < _dialogStack.size(); ++i) {
_theme->closeDialog();
}
for (i = 0; i < _dialogStack.size(); i++) {
// Special treatment when topmost dialog has dimsInactive() set to false
// This is the case for PopUpWidget which should not dim a dialog
// which it belongs to
if ((i == _dialogStack.size() - 2) && !_dialogStack[i + 1]->dimsInactive())
_theme->openDialog(true);
else if ((i != (_dialogStack.size() - 1)) || !_dialogStack[i]->dimsInactive())
_theme->openDialog(false);
else
_theme->openDialog(true);
_dialogStack[i]->drawDialog();
}
_needRedraw = false;
}
if (useStandardCurs)
animateCursor();
_theme->drawAll();
_system->updateScreen();
OSystem::Event event;
uint32 time = _system->getMillis();
while (_system->pollEvent(event)) {
Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y);
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switch (event.type) {
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case OSystem::EVENT_KEYDOWN:
#if !defined(PALMOS_MODE)
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// init continuous event stream
// not done on PalmOS because keyboard is emulated and keyup is not generated
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_currentKeyDown.ascii = event.kbd.ascii;
_currentKeyDown.keycode = event.kbd.keycode;
_currentKeyDown.flags = event.kbd.flags;
_keyRepeatTime = time + kKeyRepeatInitialDelay;
#endif
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activeDialog->handleKeyDown(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_KEYUP:
activeDialog->handleKeyUp(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
if (event.kbd.keycode == _currentKeyDown.keycode)
// only stop firing events if it's the current key
_currentKeyDown.keycode = 0;
break;
case OSystem::EVENT_MOUSEMOVE:
activeDialog->handleMouseMoved(mouse.x, mouse.y, 0);
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break;
// We don't distinguish between mousebuttons (for now at least)
case OSystem::EVENT_LBUTTONDOWN:
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case OSystem::EVENT_RBUTTONDOWN:
button = (event.type == OSystem::EVENT_LBUTTONDOWN ? 1 : 2);
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if (_lastClick.count && (time < _lastClick.time + kDoubleClickDelay)
&& ABS(_lastClick.x - event.mouse.x) < 3
&& ABS(_lastClick.y - event.mouse.y) < 3) {
_lastClick.count++;
} else {
_lastClick.x = event.mouse.x;
_lastClick.y = event.mouse.y;
_lastClick.count = 1;
}
_lastClick.time = time;
activeDialog->handleMouseDown(mouse.x, mouse.y, button, _lastClick.count);
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break;
case OSystem::EVENT_LBUTTONUP:
case OSystem::EVENT_RBUTTONUP:
button = (event.type == OSystem::EVENT_LBUTTONUP ? 1 : 2);
activeDialog->handleMouseUp(mouse.x, mouse.y, button, _lastClick.count);
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break;
case OSystem::EVENT_WHEELUP:
activeDialog->handleMouseWheel(mouse.x, mouse.y, -1);
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break;
case OSystem::EVENT_WHEELDOWN:
activeDialog->handleMouseWheel(mouse.x, mouse.y, 1);
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break;
case OSystem::EVENT_QUIT:
_system->quit();
return;
case OSystem::EVENT_SCREEN_CHANGED:
// reinit the whole theme
_theme->refresh();
_needRedraw = true;
// refresh all dialogs
for (i = 0; i < _dialogStack.size(); ++i) {
_dialogStack[i]->handleScreenChanged();
}
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break;
}
}
// check if event should be sent again (keydown)
if (_currentKeyDown.keycode != 0) {
if (_keyRepeatTime < time) {
// fire event
activeDialog->handleKeyDown(_currentKeyDown.ascii, _currentKeyDown.keycode, _currentKeyDown.flags);
_keyRepeatTime = time + kKeyRepeatSustainDelay;
}
}
// Delay for a moment
_system->delayMillis(10);
}
_theme->closeDialog();
if (useStandardCurs)
PaletteMan.popCursorPalette();
if (didSaveState) {
restoreState();
_theme->disable();
}
}
#pragma mark -
void NewGui::saveState() {
// Backup old cursor
_currentKeyDown.keycode = 0;
_lastClick.x = _lastClick.y = 0;
_lastClick.time = 0;
_lastClick.count = 0;
_stateIsSaved = true;
}
void NewGui::restoreState() {
CursorMan.popCursor();
_system->updateScreen();
_stateIsSaved = false;
}
void NewGui::openDialog(Dialog *dialog) {
_dialogStack.push(dialog);
_needRedraw = true;
}
void NewGui::closeTopDialog() {
// Don't do anything if no dialog is open
if (_dialogStack.empty())
return;
// Remove the dialog from the stack
_dialogStack.pop();
_needRedraw = true;
}
// Draw the mouse cursor (animated). This is pretty much the same as in old
// SCUMM games, but the code no longer resembles what we have in cursor.cpp
// very much. We could plug in a different cursor here if we like to.
void NewGui::animateCursor() {
int time = _system->getMillis();
if (time > _cursorAnimateTimer + kCursorAnimateDelay) {
for (int i = 0; i < 15; i++) {
if ((i < 6) || (i > 8)) {
_cursor[16 * 7 + i] = _cursorAnimateCounter;
_cursor[16 * i + 7] = _cursorAnimateCounter;
}
}
CursorMan.replaceCursor(_cursor, 16, 16, 7, 7);
_cursorAnimateTimer = time;
_cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4;
}
}
WidgetSize NewGui::getWidgetSize() {
return (WidgetSize)(_theme->_evaluator->getVar("widgetSize"));
}
void NewGui::handleScreenChange() {
_theme->refresh();
}
void NewGui::clearDragWidget() {
_dialogStack.top()->_dragWidget = 0;
}
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} // End of namespace GUI