2016-08-14 18:57:26 +02:00

389 lines
9.9 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.
*
*/
#ifndef MACVENTURE_GUI_H
#define MACVENTURE_GUI_H
#include "graphics/macgui/macwindowmanager.h"
#include "graphics/macgui/macwindow.h"
#include "graphics/macgui/macmenu.h"
#include "graphics/font.h"
#include "macventure/macventure.h"
#include "macventure/container.h"
#include "macventure/image.h"
#include "macventure/prebuilt_dialogs.h"
#include "macventure/dialog.h"
#include "macventure/controls.h"
#include "macventure/windows.h"
namespace MacVenture {
using namespace Graphics::MacGUIConstants;
using namespace Graphics::MacWindowConstants;
class MacVentureEngine;
typedef uint32 ObjID;
class Cursor;
class ConsoleText;
class CommandButton;
class ImageAsset;
class Dialog;
BorderBounds borderBounds(MVWindowType type);
extern PrebuiltDialog prebuiltDialogs[];
enum MenuAction {
kMenuActionAbout,
kMenuActionNew,
kMenuActionOpen,
kMenuActionSave,
kMenuActionSaveAs,
kMenuActionQuit,
kMenuActionUndo,
kMenuActionCut,
kMenuActionCopy,
kMenuActionPaste,
kMenuActionClear,
kMenuActionCleanUp,
kMenuActionMessUp,
kMenuActionCommand
};
//} using namespace MacVentureMenuActions;
struct DraggedObj {
ObjID id;
Common::Point pos;
Common::Point mouseOffset;
Common::Point startPos;
WindowReference startWin;
bool hasMoved;
};
enum CursorState {
// HACK, I should define a proper FSM for this
kCursorIdle,
kCursorSingleClick, // Triggered when mouse goes up
kCursorSingleClickAwait, // Triggered when we are in single click and mouse goes down
kCursorSingleClickTrap, // Trap state, for when we are in await, and the timer goes off
kCursorDoubleClick
};
class Gui {
public:
Gui(MacVentureEngine *engine, Common::MacResManager *resman);
~Gui();
void draw();
void drawMenu();
void drawTitle();
void clearControls();
bool processEvent(Common::Event &event);
void handleMenuAction(MenuAction action);
void updateWindow(WindowReference winID, bool containerOpen);
void invertWindowColors(WindowReference winID);
WindowReference createInventoryWindow(ObjID objRef);
bool tryCloseWindow(WindowReference winID);
Common::Point getObjMeasures(ObjID obj);
WindowReference getObjWindow(ObjID objID);
WindowReference findObjWindow(ObjID objID);
// Event processors
bool processCommandEvents(WindowClick click, Common::Event &event);
bool processMainGameEvents(WindowClick click, Common::Event &event);
bool processOutConsoleEvents(WindowClick click, Common::Event &event);
bool processSelfEvents(WindowClick click, Common::Event &event);
bool processExitsEvents(WindowClick click, Common::Event &event);
bool processDiplomaEvents(WindowClick click, Common::Event &event);
bool processInventoryEvents(WindowClick click, Common::Event &event);
void processCursorTick();
const WindowData& getWindowData(WindowReference reference);
const Graphics::Font& getCurrentFont();
// Clicks
void handleSingleClick(Common::Point pos);
void handleDoubleClick(Common::Point pos);
// Modifiers
void bringToFront(WindowReference window);
void setWindowTitle(WindowReference winID, Common::String string);
void updateWindowInfo(WindowReference ref, ObjID objID, const Common::Array<ObjID> &children);
void addChild(WindowReference target, ObjID child);
void removeChild(WindowReference target, ObjID child);
void clearExits();
void unselectExits();
void updateExit(ObjID id);
void printText(const Common::String &text);
//Dialog interactions
void showPrebuiltDialog(PrebuiltDialogs type);
bool isDialogOpen();
void getTextFromUser();
void setTextInput(Common::String str);
void closeDialog();
void loadGame(int slot);
void saveInto(int slot);
private: // Attributes
MacVentureEngine *_engine;
Common::MacResManager *_resourceManager;
Graphics::ManagedSurface _screen;
Graphics::MacWindowManager _wm;
Common::List<WindowData> *_windowData;
Common::Array<CommandButton> *_controlData;
Common::Array<CommandButton> *_exitsData;
Graphics::MacWindow *_controlsWindow;
Graphics::MacWindow *_mainGameWindow;
Graphics::MacWindow *_outConsoleWindow;
Graphics::MacWindow *_selfWindow;
Graphics::MacWindow *_exitsWindow;
Graphics::MacWindow *_diplomaWindow;
Common::Array<Graphics::MacWindow*> _inventoryWindows;
Graphics::Menu *_menu;
Dialog *_dialog;
Container *_graphics;
Common::HashMap<ObjID, ImageAsset*> _assets;
Graphics::ManagedSurface _draggedSurface;
DraggedObj _draggedObj;
Cursor *_cursor;
ConsoleText *_consoleText;
private: // Methods
// Initializers
void initGUI();
void initWindows();
void assignObjReferences(); // Mainly guesswork
// Loaders
bool loadMenus();
bool loadWindows();
bool loadControls();
void loadBorder(Graphics::MacWindow * target, Common::String filename, bool active);
void loadGraphics();
// Drawers
void drawWindows();
void drawCommandsWindow();
void drawMainGameWindow();
void drawSelfWindow();
void drawInventories();
void drawExitsWindow();
void drawConsoleWindow();
void drawDraggedObject();
void drawObjectsInWindow(WindowReference target, Graphics::ManagedSurface *surface);
void drawWindowTitle(WindowReference target, Graphics::ManagedSurface *surface);
void drawDialog();
void moveDraggedObject(Common::Point target);
// Finders
WindowReference findWindowAtPoint(Common::Point point);
Common::Point getWindowSurfacePos(WindowReference reference);
WindowData& findWindowData(WindowReference reference);
Graphics::MacWindow *findWindow(WindowReference reference);
// Utils
bool canBeSelected(ObjID obj, const Common::Event &event, const Common::Rect &clickRect, WindowReference ref);
void checkSelect(const WindowData &data, const Common::Event &event, const Common::Rect &clickRect, WindowReference ref);
bool isRectInsideObject(Common::Rect target, ObjID obj);
void selectDraggable(ObjID child, WindowReference origin, Common::Point startPos);
void handleDragRelease(Common::Point pos, bool shiftPressed, bool isDoubleClick);
Common::Rect calculateClickRect(Common::Point clickPos, Common::Rect windowBounds);
Common::Point localize(Common::Point point, WindowReference origin, WindowReference target);
void removeInventoryWindow(WindowReference ref);
void ensureAssetLoaded(ObjID obj);
};
class Cursor {
enum ClickState {
kCursorIdle = 0,
kCursorSC = 1,
kCursorNoTick = 2,
kCursorSCTrans = 3,
kCursorExecSC = 4,
kCursorExecDC = 5,
kCursorStateCount
};
enum CursorInput { // Columns for the FSM transition table
kTickCol = 0,
kButtonDownCol = 1,
kButtonUpCol = 2,
kCursorInputCount
};
ClickState _transitionTable[kCursorStateCount][kCursorInputCount] = {
/* kCursorIdle */ {kCursorIdle, kCursorIdle, kCursorSC },
/* kCursorSC */ {kCursorExecSC, kCursorSCTrans, kCursorExecDC },
/* IgnoreTick */ {kCursorNoTick, kCursorNoTick, kCursorExecSC },
/* SC Transition */ {kCursorNoTick, kCursorNoTick, kCursorExecDC },
/* Exec SC */ {kCursorIdle, kCursorExecSC, kCursorExecSC }, // Trap state
/* Exec DC */ {kCursorIdle, kCursorExecDC, kCursorExecDC } // Trap state
};
public:
Cursor(Gui *gui) {
_gui = gui;
_state = kCursorIdle;
}
~Cursor() {}
void tick() {
executeState();
changeState(kTickCol);
}
bool processEvent(const Common::Event &event) {
if (event.type == Common::EVENT_MOUSEMOVE) {
_pos = event.mouse;
return true;
}
if (event.type == Common::EVENT_LBUTTONDOWN) {
changeState(kButtonDownCol);
return true;
}
if (event.type == Common::EVENT_LBUTTONUP) {
changeState(kButtonUpCol);
return true;
}
return false;
}
Common::Point getPos() {
return _pos;
}
private:
void changeState(CursorInput input) {
debug(4, "Change cursor state: [%d] -> [%d]", _state, _transitionTable[_state][input]);
_state = _transitionTable[_state][input];
}
void executeState() {
if (_state == kCursorExecSC) {
_gui->handleSingleClick(_pos);
changeState(kTickCol);
} else if (_state == kCursorExecDC) {
_gui->handleDoubleClick(_pos);
changeState(kTickCol);
}
}
private:
Gui *_gui;
Common::Point _pos;
ClickState _state;
};
class ConsoleText {
public:
ConsoleText(Gui *gui) {
_gui = gui;
_lines.push_back("");
}
~ConsoleText() {
}
void printLine(const Common::String &str, int maxW) {
Common::StringArray wrappedLines;
int textW = maxW;
const Graphics::Font *font = &_gui->getCurrentFont();
font->wordWrapText(str, textW, wrappedLines);
if (wrappedLines.empty()) // Sometimes we have empty lines
_lines.push_back("");
for (Common::StringArray::const_iterator j = wrappedLines.begin(); j != wrappedLines.end(); ++j)
_lines.push_back(*j);
updateScroll();
}
void renderInto(Graphics::ManagedSurface *target, uint leftOffset) {
target->fillRect(target->getBounds(), kColorWhite);
const Graphics::Font *font = &_gui->getCurrentFont();
// HACK print the last lines visible (no scroll)
uint y = target->h - font->getFontHeight();
for (uint i = _lines.size() - 1; i != 0; i--) {
font->drawString(target, _lines[i], leftOffset, y, font->getStringWidth(_lines[i]), kColorBlack);
y -= font->getFontHeight();
}
}
void updateScroll() {
// TODO implemebt
}
private:
Gui *_gui;
Common::StringArray _lines;
};
} // End of namespace MacVenture
#endif