mirror of
https://github.com/libretro/scummvm.git
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389 lines
9.9 KiB
C++
389 lines
9.9 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MACVENTURE_GUI_H
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#define MACVENTURE_GUI_H
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#include "graphics/macgui/macwindowmanager.h"
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#include "graphics/macgui/macwindow.h"
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#include "graphics/macgui/macmenu.h"
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#include "graphics/font.h"
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#include "macventure/macventure.h"
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#include "macventure/container.h"
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#include "macventure/image.h"
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#include "macventure/prebuilt_dialogs.h"
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#include "macventure/dialog.h"
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#include "macventure/controls.h"
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#include "macventure/windows.h"
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namespace MacVenture {
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using namespace Graphics::MacGUIConstants;
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using namespace Graphics::MacWindowConstants;
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class MacVentureEngine;
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typedef uint32 ObjID;
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class Cursor;
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class ConsoleText;
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class CommandButton;
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class ImageAsset;
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class Dialog;
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BorderBounds borderBounds(MVWindowType type);
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extern PrebuiltDialog prebuiltDialogs[];
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enum MenuAction {
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kMenuActionAbout,
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kMenuActionNew,
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kMenuActionOpen,
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kMenuActionSave,
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kMenuActionSaveAs,
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kMenuActionQuit,
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kMenuActionUndo,
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kMenuActionCut,
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kMenuActionCopy,
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kMenuActionPaste,
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kMenuActionClear,
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kMenuActionCleanUp,
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kMenuActionMessUp,
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kMenuActionCommand
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};
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//} using namespace MacVentureMenuActions;
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struct DraggedObj {
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ObjID id;
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Common::Point pos;
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Common::Point mouseOffset;
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Common::Point startPos;
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WindowReference startWin;
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bool hasMoved;
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};
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enum CursorState {
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// HACK, I should define a proper FSM for this
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kCursorIdle,
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kCursorSingleClick, // Triggered when mouse goes up
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kCursorSingleClickAwait, // Triggered when we are in single click and mouse goes down
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kCursorSingleClickTrap, // Trap state, for when we are in await, and the timer goes off
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kCursorDoubleClick
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};
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class Gui {
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public:
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Gui(MacVentureEngine *engine, Common::MacResManager *resman);
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~Gui();
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void draw();
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void drawMenu();
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void drawTitle();
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void clearControls();
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bool processEvent(Common::Event &event);
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void handleMenuAction(MenuAction action);
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void updateWindow(WindowReference winID, bool containerOpen);
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void invertWindowColors(WindowReference winID);
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WindowReference createInventoryWindow(ObjID objRef);
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bool tryCloseWindow(WindowReference winID);
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Common::Point getObjMeasures(ObjID obj);
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WindowReference getObjWindow(ObjID objID);
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WindowReference findObjWindow(ObjID objID);
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// Event processors
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bool processCommandEvents(WindowClick click, Common::Event &event);
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bool processMainGameEvents(WindowClick click, Common::Event &event);
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bool processOutConsoleEvents(WindowClick click, Common::Event &event);
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bool processSelfEvents(WindowClick click, Common::Event &event);
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bool processExitsEvents(WindowClick click, Common::Event &event);
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bool processDiplomaEvents(WindowClick click, Common::Event &event);
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bool processInventoryEvents(WindowClick click, Common::Event &event);
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void processCursorTick();
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const WindowData& getWindowData(WindowReference reference);
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const Graphics::Font& getCurrentFont();
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// Clicks
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void handleSingleClick(Common::Point pos);
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void handleDoubleClick(Common::Point pos);
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// Modifiers
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void bringToFront(WindowReference window);
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void setWindowTitle(WindowReference winID, Common::String string);
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void updateWindowInfo(WindowReference ref, ObjID objID, const Common::Array<ObjID> &children);
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void addChild(WindowReference target, ObjID child);
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void removeChild(WindowReference target, ObjID child);
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void clearExits();
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void unselectExits();
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void updateExit(ObjID id);
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void printText(const Common::String &text);
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//Dialog interactions
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void showPrebuiltDialog(PrebuiltDialogs type);
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bool isDialogOpen();
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void getTextFromUser();
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void setTextInput(Common::String str);
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void closeDialog();
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void loadGame(int slot);
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void saveInto(int slot);
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private: // Attributes
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MacVentureEngine *_engine;
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Common::MacResManager *_resourceManager;
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Graphics::ManagedSurface _screen;
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Graphics::MacWindowManager _wm;
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Common::List<WindowData> *_windowData;
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Common::Array<CommandButton> *_controlData;
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Common::Array<CommandButton> *_exitsData;
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Graphics::MacWindow *_controlsWindow;
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Graphics::MacWindow *_mainGameWindow;
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Graphics::MacWindow *_outConsoleWindow;
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Graphics::MacWindow *_selfWindow;
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Graphics::MacWindow *_exitsWindow;
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Graphics::MacWindow *_diplomaWindow;
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Common::Array<Graphics::MacWindow*> _inventoryWindows;
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Graphics::Menu *_menu;
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Dialog *_dialog;
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Container *_graphics;
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Common::HashMap<ObjID, ImageAsset*> _assets;
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Graphics::ManagedSurface _draggedSurface;
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DraggedObj _draggedObj;
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Cursor *_cursor;
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ConsoleText *_consoleText;
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private: // Methods
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// Initializers
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void initGUI();
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void initWindows();
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void assignObjReferences(); // Mainly guesswork
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// Loaders
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bool loadMenus();
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bool loadWindows();
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bool loadControls();
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void loadBorder(Graphics::MacWindow * target, Common::String filename, bool active);
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void loadGraphics();
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// Drawers
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void drawWindows();
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void drawCommandsWindow();
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void drawMainGameWindow();
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void drawSelfWindow();
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void drawInventories();
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void drawExitsWindow();
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void drawConsoleWindow();
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void drawDraggedObject();
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void drawObjectsInWindow(WindowReference target, Graphics::ManagedSurface *surface);
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void drawWindowTitle(WindowReference target, Graphics::ManagedSurface *surface);
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void drawDialog();
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void moveDraggedObject(Common::Point target);
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// Finders
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WindowReference findWindowAtPoint(Common::Point point);
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Common::Point getWindowSurfacePos(WindowReference reference);
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WindowData& findWindowData(WindowReference reference);
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Graphics::MacWindow *findWindow(WindowReference reference);
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// Utils
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bool canBeSelected(ObjID obj, const Common::Event &event, const Common::Rect &clickRect, WindowReference ref);
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void checkSelect(const WindowData &data, const Common::Event &event, const Common::Rect &clickRect, WindowReference ref);
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bool isRectInsideObject(Common::Rect target, ObjID obj);
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void selectDraggable(ObjID child, WindowReference origin, Common::Point startPos);
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void handleDragRelease(Common::Point pos, bool shiftPressed, bool isDoubleClick);
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Common::Rect calculateClickRect(Common::Point clickPos, Common::Rect windowBounds);
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Common::Point localize(Common::Point point, WindowReference origin, WindowReference target);
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void removeInventoryWindow(WindowReference ref);
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void ensureAssetLoaded(ObjID obj);
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};
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class Cursor {
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enum ClickState {
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kCursorIdle = 0,
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kCursorSC = 1,
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kCursorNoTick = 2,
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kCursorSCTrans = 3,
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kCursorExecSC = 4,
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kCursorExecDC = 5,
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kCursorStateCount
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};
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enum CursorInput { // Columns for the FSM transition table
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kTickCol = 0,
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kButtonDownCol = 1,
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kButtonUpCol = 2,
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kCursorInputCount
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};
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ClickState _transitionTable[kCursorStateCount][kCursorInputCount] = {
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/* kCursorIdle */ {kCursorIdle, kCursorIdle, kCursorSC },
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/* kCursorSC */ {kCursorExecSC, kCursorSCTrans, kCursorExecDC },
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/* IgnoreTick */ {kCursorNoTick, kCursorNoTick, kCursorExecSC },
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/* SC Transition */ {kCursorNoTick, kCursorNoTick, kCursorExecDC },
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/* Exec SC */ {kCursorIdle, kCursorExecSC, kCursorExecSC }, // Trap state
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/* Exec DC */ {kCursorIdle, kCursorExecDC, kCursorExecDC } // Trap state
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};
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public:
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Cursor(Gui *gui) {
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_gui = gui;
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_state = kCursorIdle;
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}
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~Cursor() {}
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void tick() {
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executeState();
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changeState(kTickCol);
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}
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bool processEvent(const Common::Event &event) {
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if (event.type == Common::EVENT_MOUSEMOVE) {
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_pos = event.mouse;
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return true;
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}
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if (event.type == Common::EVENT_LBUTTONDOWN) {
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changeState(kButtonDownCol);
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return true;
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}
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if (event.type == Common::EVENT_LBUTTONUP) {
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changeState(kButtonUpCol);
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return true;
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}
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return false;
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}
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Common::Point getPos() {
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return _pos;
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}
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private:
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void changeState(CursorInput input) {
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debug(4, "Change cursor state: [%d] -> [%d]", _state, _transitionTable[_state][input]);
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_state = _transitionTable[_state][input];
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}
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void executeState() {
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if (_state == kCursorExecSC) {
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_gui->handleSingleClick(_pos);
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changeState(kTickCol);
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} else if (_state == kCursorExecDC) {
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_gui->handleDoubleClick(_pos);
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changeState(kTickCol);
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}
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}
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private:
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Gui *_gui;
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Common::Point _pos;
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ClickState _state;
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};
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class ConsoleText {
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public:
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ConsoleText(Gui *gui) {
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_gui = gui;
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_lines.push_back("");
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}
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~ConsoleText() {
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}
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void printLine(const Common::String &str, int maxW) {
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Common::StringArray wrappedLines;
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int textW = maxW;
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const Graphics::Font *font = &_gui->getCurrentFont();
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font->wordWrapText(str, textW, wrappedLines);
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if (wrappedLines.empty()) // Sometimes we have empty lines
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_lines.push_back("");
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for (Common::StringArray::const_iterator j = wrappedLines.begin(); j != wrappedLines.end(); ++j)
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_lines.push_back(*j);
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updateScroll();
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}
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void renderInto(Graphics::ManagedSurface *target, uint leftOffset) {
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target->fillRect(target->getBounds(), kColorWhite);
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const Graphics::Font *font = &_gui->getCurrentFont();
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// HACK print the last lines visible (no scroll)
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uint y = target->h - font->getFontHeight();
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for (uint i = _lines.size() - 1; i != 0; i--) {
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font->drawString(target, _lines[i], leftOffset, y, font->getStringWidth(_lines[i]), kColorBlack);
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y -= font->getFontHeight();
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}
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}
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void updateScroll() {
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// TODO implemebt
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}
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private:
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Gui *_gui;
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Common::StringArray _lines;
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};
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} // End of namespace MacVenture
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#endif
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