mirror of
https://github.com/libretro/scummvm.git
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232 lines
6.4 KiB
C++
232 lines
6.4 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GUIMANAGER_H
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#define GUIMANAGER_H
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#include "common/scummsys.h"
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#include "common/singleton.h"
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#include "common/stack.h"
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#include "common/str.h"
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#include "common/list.h"
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#include "common/mutex.h"
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#include "gui/ThemeEngine.h"
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#include "gui/widget.h"
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class OSystem;
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namespace Graphics {
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class Font;
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}
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namespace Common {
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struct Event;
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class Keymap;
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}
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namespace GUI {
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enum {
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kIconsSetLoadedCmd = 'icns'
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};
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class Dialog;
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class ThemeEval;
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class GuiObject;
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#define g_gui (GUI::GuiManager::instance())
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// Height of a single text line
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#define kLineHeight (g_gui.getFontHeight() + 2)
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// Simple dialog stack class
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// Anybody nesting dialogs deeper than 4 is mad anyway
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typedef Common::FixedStack<Dialog *> DialogStack;
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/**
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* GUI manager singleton.
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*/
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class GuiManager : public Common::Singleton<GuiManager>, public CommandSender {
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friend class Dialog;
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friend class Common::Singleton<SingletonBaseType>;
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GuiManager();
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~GuiManager() override;
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public:
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// Main entry for the GUI: this will start an event loop that keeps running
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// until no dialogs are active anymore.
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void runLoop();
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// If the GUI loop is running close all the dialogs causing the loop to finish.
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// Typically you may want to use it after setting the ConfMan active domain to
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// a game domain to cause the game to start.
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void exitLoop();
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void processEvent(const Common::Event &event, Dialog *const activeDialog);
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Common::Keymap *getKeymap() const;
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void scheduleTopDialogRedraw();
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bool isActive() const { return ! _dialogStack.empty(); }
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bool loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx = ThemeEngine::kGfxDisabled, bool force = false);
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ThemeEngine *theme() { return _theme; }
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ThemeEval *xmlEval() { return _theme->getEvaluator(); }
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void lockIconsSet() { _iconsMutex.lock(); }
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void unlockIconsSet() { _iconsMutex.unlock(); }
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Common::SearchSet &getIconsSet() { return _iconsSet; }
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int16 getGUIWidth() const { return _baseWidth; }
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int16 getGUIHeight() const { return _baseHeight; }
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float getScaleFactor() const { return _scaleFactor; }
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void computeScaleFactor();
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bool useRTL() const { return _useRTL; }
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void setLanguageRTL();
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void setDialogPaddings(int l, int r);
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int getOverlayOffset() { return _topDialogRightPadding - _topDialogLeftPadding; }
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const Graphics::Font &getFont(ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return *(_theme->getFont(style)); }
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int getFontHeight(ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getFontHeight(style); }
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int getStringWidth(const Common::String &str, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getStringWidth(str, style); }
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int getStringWidth(const Common::U32String &str, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getStringWidth(str, style); }
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int getCharWidth(uint32 c, ThemeEngine::FontStyle style = ThemeEngine::kFontStyleBold) const { return _theme->getCharWidth(c, style); }
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int getKerningOffset(uint32 left, uint32 right, ThemeEngine::FontStyle font = ThemeEngine::kFontStyleBold) const { return _theme->getKerningOffset(left, right, font); }
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/**
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* Tell the GuiManager to check whether the screen resolution has changed.
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* If that is the case, the GuiManager will reload/refresh the active theme.
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*
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* @return true if the a screen change indeed occurred, false otherwise
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*/
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bool checkScreenChange();
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/**
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* Tell the GuiManager to delete the given GuiObject later. If a parent
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* dialog is provided and is present in the DialogStack, the object will
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* only be deleted when that dialog is the top level dialog.
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*/
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void addToTrash(GuiObject*, Dialog* parent = nullptr);
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void initTextToSpeech();
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bool _launched;
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void redrawFull();
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void initIconsSet();
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void displayTopDialogOnly(bool mode);
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protected:
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enum RedrawStatus {
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kRedrawDisabled = 0,
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kRedrawOpenDialog,
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kRedrawCloseDialog,
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kRedrawTopDialog,
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kRedrawFull
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};
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OSystem *_system;
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ThemeEngine *_theme;
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// bool _needRedraw;
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RedrawStatus _redrawStatus;
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int _lastScreenChangeID;
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int16 _baseWidth, _baseHeight;
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float _scaleFactor;
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DialogStack _dialogStack;
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bool _stateIsSaved;
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bool _useStdCursor;
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bool _useRTL;
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int _topDialogLeftPadding;
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int _topDialogRightPadding;
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bool _displayTopDialogOnly;
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Common::Mutex _iconsMutex;
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Common::SearchSet _iconsSet;
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bool _iconsSetChanged;
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// position and time of last mouse click (used to detect double clicks)
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struct MousePos {
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MousePos() : x(-1), y(-1), count(0) { time = 0; }
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int16 x, y; // Position of mouse when the click occurred
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uint32 time; // Time
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int count; // How often was it already pressed?
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} _lastClick, _lastMousePosition, _globalMousePosition;
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struct TooltipData {
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TooltipData() : x(-1), y(-1) { time = 0; wdg = nullptr; }
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uint32 time; // Time
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Widget *wdg; // Widget that had its tooltip shown
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int16 x, y; // Position of mouse before tooltip was focused
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} _lastTooltipShown;
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// mouse cursor state
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int _cursorAnimateCounter;
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int _cursorAnimateTimer;
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byte _cursor[2048];
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// delayed deletion of GuiObject
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struct GuiObjectTrashItem {
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GuiObject* object;
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Dialog* parent;
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};
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Common::List<GuiObjectTrashItem> _guiObjectTrash;
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void initKeymap();
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void enableKeymap(bool enabled);
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void saveState();
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void restoreState();
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void openDialog(Dialog *dialog);
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void closeTopDialog();
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void redraw();
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void setupCursor();
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void animateCursor();
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Dialog *getTopDialog() const;
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void screenChange();
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void giveFocusToDialog(Dialog *dialog);
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void setLastMousePos(int16 x, int16 y);
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};
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} // End of namespace GUI
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#endif
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