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4d0bb753e4
Drawing nows happens directly when the Dialog or Widget draw methods are called. This makes it easy to debug why a particular low level draw method was called, by inspecting the call stack. This replaces the notion of "buffering" by two independant ways to control what is drawn and where: - The active layer is used to select whether the foreground or background part of the dialogs are rendered by the draw calls. - The active surface is used to select if the draw calls affect the back buffer or the screen. The foreground layer of the active dialog is drawn directly to the screen. Its background layer is drawn to the back buffer. This way widgets can restore the back buffer in order to update without having to redraw the dialog's background. Dialogs lower in the dialog stack are drawn entirely to the back buffer.
625 lines
17 KiB
C++
625 lines
17 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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*
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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, 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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#include "common/events.h"
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#include "common/system.h"
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#include "common/util.h"
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#include "common/config-manager.h"
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#include "common/algorithm.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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#include "common/translation.h"
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#include "gui/EventRecorder.h"
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#include "backends/keymapper/keymapper.h"
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#include "gui/gui-manager.h"
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#include "gui/dialog.h"
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#include "gui/ThemeEngine.h"
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#include "gui/ThemeEval.h"
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#include "gui/Tooltip.h"
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#include "gui/widget.h"
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#include "graphics/cursorman.h"
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namespace Common {
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DECLARE_SINGLETON(GUI::GuiManager);
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}
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namespace GUI {
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enum {
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kDoubleClickDelay = 500, // milliseconds
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kCursorAnimateDelay = 250,
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kTooltipDelay = 1250
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};
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// Constructor
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GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _stateIsSaved(false),
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_cursorAnimateCounter(0), _cursorAnimateTimer(0) {
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_theme = 0;
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_useStdCursor = false;
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_system = g_system;
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_lastScreenChangeID = _system->getScreenChangeID();
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_width = _system->getOverlayWidth();
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_height = _system->getOverlayHeight();
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_launched = false;
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// Clear the cursor
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memset(_cursor, 0xFF, sizeof(_cursor));
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#ifdef USE_TRANSLATION
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// Enable translation
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TransMan.setLanguage(ConfMan.get("gui_language").c_str());
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#endif // USE_TRANSLATION
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ConfMan.registerDefault("gui_theme", "scummmodern");
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Common::String themefile(ConfMan.get("gui_theme"));
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ConfMan.registerDefault("gui_renderer", ThemeEngine::findModeConfigName(ThemeEngine::_defaultRendererMode));
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ThemeEngine::GraphicsMode gfxMode = (ThemeEngine::GraphicsMode)ThemeEngine::findMode(ConfMan.get("gui_renderer"));
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#ifdef __DS__
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// Searching for the theme file takes ~10 seconds on the DS.
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// Disable this search here because external themes are not supported.
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if (!loadNewTheme("builtin", gfxMode)) {
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// Loading the built-in theme failed as well. Bail out
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error("Failed to load any GUI theme, aborting");
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}
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#else
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// Try to load the theme
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if (!loadNewTheme(themefile, gfxMode)) {
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// Loading the theme failed, try to load the built-in theme
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if (!loadNewTheme("builtin", gfxMode)) {
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// Loading the built-in theme failed as well. Bail out
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error("Failed to load any GUI theme, aborting");
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}
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}
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#endif
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}
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GuiManager::~GuiManager() {
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delete _theme;
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}
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#ifdef ENABLE_KEYMAPPER
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void GuiManager::initKeymap() {
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using namespace Common;
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Keymapper *mapper = _system->getEventManager()->getKeymapper();
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// Do not try to recreate same keymap over again
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if (mapper->getKeymap(kGuiKeymapName) != 0)
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return;
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Action *act;
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Keymap *guiMap = new Keymap(kGuiKeymapName);
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act = new Action(guiMap, "CLOS", _("Close"));
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(guiMap, "CLIK", _("Mouse click"));
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act->addLeftClickEvent();
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#ifdef ENABLE_VKEYBD
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act = new Action(guiMap, "VIRT", _("Display keyboard"));
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act->addEvent(EVENT_VIRTUAL_KEYBOARD);
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#endif
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act = new Action(guiMap, "REMP", _("Remap keys"));
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act->addEvent(EVENT_KEYMAPPER_REMAP);
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act = new Action(guiMap, "FULS", _("Toggle fullscreen"));
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act->addKeyEvent(KeyState(KEYCODE_RETURN, ASCII_RETURN, KBD_ALT));
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mapper->addGlobalKeymap(guiMap);
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}
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void GuiManager::pushKeymap() {
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_system->getEventManager()->getKeymapper()->pushKeymap(Common::kGuiKeymapName);
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}
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void GuiManager::popKeymap() {
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_system->getEventManager()->getKeymapper()->popKeymap(Common::kGuiKeymapName);
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}
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#endif
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bool GuiManager::loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx, bool forced) {
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// If we are asked to reload the currently active theme, just do nothing
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// FIXME: Actually, why? It might be desirable at times to force a theme reload...
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if (!forced)
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if (_theme && id == _theme->getThemeId() && gfx == _theme->getGraphicsMode())
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return true;
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ThemeEngine *newTheme = 0;
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if (gfx == ThemeEngine::kGfxDisabled)
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gfx = ThemeEngine::_defaultRendererMode;
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// Try to load the new theme
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newTheme = new ThemeEngine(id, gfx);
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assert(newTheme);
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if (!newTheme->init())
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return false;
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//
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// Disable and delete the old theme
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//
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if (_theme)
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_theme->disable();
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delete _theme;
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if (_useStdCursor) {
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CursorMan.popCursorPalette();
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CursorMan.popCursor();
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}
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//
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// Enable the new theme
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//
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_theme = newTheme;
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_useStdCursor = !_theme->ownCursor();
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// If _stateIsSaved is set, we know that a Theme is already initialized,
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// thus we initialize the new theme properly
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if (_stateIsSaved) {
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_theme->enable();
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if (_useStdCursor)
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setupCursor();
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}
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// refresh all dialogs
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for (DialogStack::size_type i = 0; i < _dialogStack.size(); ++i)
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_dialogStack[i]->reflowLayout();
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// We need to redraw immediately. Otherwise
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// some other event may cause a widget to be
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// redrawn before redraw() has been called.
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_redrawStatus = kRedrawFull;
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redraw();
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_system->updateScreen();
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return true;
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}
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void GuiManager::redraw() {
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ThemeEngine::ShadingStyle shading;
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if (_dialogStack.empty())
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return;
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shading = (ThemeEngine::ShadingStyle)xmlEval()->getVar("Dialog." + _dialogStack.top()->_name + ".Shading", 0);
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// Tanoku: Do not apply shading more than once when opening many dialogs
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// on top of each other. Screen ends up being too dark and it's a
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// performance hog.
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if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 3)
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shading = ThemeEngine::kShadingNone;
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switch (_redrawStatus) {
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case kRedrawCloseDialog:
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case kRedrawFull:
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case kRedrawTopDialog:
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_theme->clearAll();
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_theme->drawToBackbuffer();
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for (DialogStack::size_type i = 0; i < _dialogStack.size() - 1; i++) {
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_dialogStack[i]->drawDialog(kDrawLayerBackground);
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_dialogStack[i]->drawDialog(kDrawLayerForeground);
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}
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// fall through
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case kRedrawOpenDialog:
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// This case is an optimization to avoid redrawing the whole dialog
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// stack when opening a new dialog.
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_theme->drawToBackbuffer();
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if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 1) {
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Dialog *previousDialog = _dialogStack[_dialogStack.size() - 2];
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previousDialog->drawDialog(kDrawLayerForeground);
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}
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_theme->applyScreenShading(shading);
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_dialogStack.top()->drawDialog(kDrawLayerBackground);
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_theme->drawToScreen();
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_theme->copyBackBufferToScreen();
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_dialogStack.top()->drawDialog(kDrawLayerForeground);
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break;
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default:
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break;
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}
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// Redraw the widgets that are marked as dirty
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_theme->drawToScreen();
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_dialogStack.top()->drawWidgets();
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_theme->updateScreen();
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_redrawStatus = kRedrawDisabled;
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}
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Dialog *GuiManager::getTopDialog() const {
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if (_dialogStack.empty())
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return 0;
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return _dialogStack.top();
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}
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void GuiManager::addToTrash(GuiObject* object, Dialog* parent) {
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debug(7, "Adding Gui Object %p to trash", (void *)object);
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GuiObjectTrashItem t;
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t.object = object;
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t.parent = 0;
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// If a dialog was provided, check it is in the dialog stack
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if (parent != 0) {
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for (uint i = 0 ; i < _dialogStack.size() ; ++i) {
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if (_dialogStack[i] == parent) {
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t.parent = parent;
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break;
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}
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}
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}
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_guiObjectTrash.push_back(t);
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}
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void GuiManager::runLoop() {
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Dialog * const activeDialog = getTopDialog();
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bool didSaveState = false;
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if (activeDialog == 0)
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return;
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#ifdef ENABLE_EVENTRECORDER
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// Suspend recording while GUI is shown
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g_eventRec.suspendRecording();
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#endif
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if (!_stateIsSaved) {
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saveState();
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_theme->enable();
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didSaveState = true;
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_useStdCursor = !_theme->ownCursor();
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if (_useStdCursor)
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setupCursor();
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// _theme->refresh();
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_redrawStatus = kRedrawFull;
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redraw();
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}
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Common::EventManager *eventMan = _system->getEventManager();
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const uint32 targetFrameDuration = 1000 / 60;
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while (!_dialogStack.empty() && activeDialog == getTopDialog() && !eventMan->shouldQuit()) {
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uint32 frameStartTime = _system->getMillis(true);
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// Don't "tickle" the dialog until the theme has had a chance
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// to re-allocate buffers in case of a scaler change.
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activeDialog->handleTickle();
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if (_useStdCursor)
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animateCursor();
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Common::Event event;
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while (eventMan->pollEvent(event)) {
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// We will need to check whether the screen changed while polling
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// for an event here. While we do send EVENT_SCREEN_CHANGED
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// whenever this happens we still cannot be sure that we get such
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// an event immediately. For example, we might have an mouse move
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// event queued before an screen changed event. In some rare cases
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// this would make the GUI redraw (with the code a few lines
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// below) when it is not yet updated for new overlay dimensions.
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// As a result ScummVM would crash because it tries to copy data
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// outside the actual overlay screen.
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if (event.type != Common::EVENT_SCREEN_CHANGED) {
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checkScreenChange();
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}
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// The top dialog can change during the event loop. In that case, flush all the
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// dialog-related events since they were probably generated while the old dialog
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// was still visible, and therefore not intended for the new one.
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//
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// This hopefully fixes strange behavior/crashes with pop-up widgets. (Most easily
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// triggered in 3x mode or when running ScummVM under Valgrind.)
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if (activeDialog != getTopDialog() && event.type != Common::EVENT_SCREEN_CHANGED) {
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processEvent(event, getTopDialog());
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continue;
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}
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processEvent(event, activeDialog);
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}
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// Delete GuiObject that have been added to the trash for a delayed deletion
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Common::List<GuiObjectTrashItem>::iterator it = _guiObjectTrash.begin();
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while (it != _guiObjectTrash.end()) {
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if ((*it).parent == 0 || (*it).parent == activeDialog) {
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debug(7, "Delayed deletion of Gui Object %p", (void *)(*it).object);
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delete (*it).object;
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it = _guiObjectTrash.erase(it);
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} else
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++it;
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}
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if (_lastMousePosition.time + kTooltipDelay < _system->getMillis(true)) {
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Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y);
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if (wdg && wdg->hasTooltip() && !(wdg->getFlags() & WIDGET_PRESSED)) {
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Tooltip *tooltip = new Tooltip();
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tooltip->setup(activeDialog, wdg, _lastMousePosition.x, _lastMousePosition.y);
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tooltip->runModal();
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delete tooltip;
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}
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}
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redraw();
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// Delay until the allocated frame time is elapsed to match the target frame rate
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uint32 actualFrameDuration = _system->getMillis(true) - frameStartTime;
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if (actualFrameDuration < targetFrameDuration) {
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_system->delayMillis(targetFrameDuration - actualFrameDuration);
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}
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_system->updateScreen();
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}
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// WORKAROUND: When quitting we might not properly close the dialogs on
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// the dialog stack, thus we do this here to avoid any problems.
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// This is most noticable in bug #3481395 "LAUNCHER: Can't quit from unsupported game dialog".
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// It seems that Dialog::runModal never removes the dialog from the dialog
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// stack, thus if the dialog does not call Dialog::close to close itself
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// it will never be removed. Since we can have multiple run loops being
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// called we cannot rely on catching EVENT_QUIT in the event loop above,
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// since it would only catch it for the top run loop.
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if (eventMan->shouldQuit() && activeDialog == getTopDialog())
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getTopDialog()->close();
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if (didSaveState) {
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_theme->disable();
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restoreState();
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_useStdCursor = false;
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}
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#ifdef ENABLE_EVENTRECORDER
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// Resume recording once GUI is shown
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g_eventRec.resumeRecording();
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#endif
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}
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#pragma mark -
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void GuiManager::saveState() {
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#ifdef ENABLE_KEYMAPPER
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initKeymap();
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pushKeymap();
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#endif
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// Backup old cursor
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_lastClick.x = _lastClick.y = 0;
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_lastClick.time = 0;
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_lastClick.count = 0;
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_stateIsSaved = true;
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}
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void GuiManager::restoreState() {
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#ifdef ENABLE_KEYMAPPER
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popKeymap();
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#endif
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if (_useStdCursor) {
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CursorMan.popCursor();
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CursorMan.popCursorPalette();
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}
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_system->updateScreen();
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_stateIsSaved = false;
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}
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void GuiManager::openDialog(Dialog *dialog) {
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giveFocusToDialog(dialog);
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if (!_dialogStack.empty())
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getTopDialog()->lostFocus();
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_dialogStack.push(dialog);
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if (_redrawStatus != kRedrawFull)
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_redrawStatus = kRedrawOpenDialog;
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// We reflow the dialog just before opening it. If the screen changed
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// since the last time we looked, also refresh the loaded theme,
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// and reflow all other open dialogs, too.
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if (!checkScreenChange())
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dialog->reflowLayout();
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}
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void GuiManager::closeTopDialog() {
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// Don't do anything if no dialog is open
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if (_dialogStack.empty())
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return;
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// Remove the dialog from the stack
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_dialogStack.pop()->lostFocus();
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if (!_dialogStack.empty()) {
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Dialog *dialog = getTopDialog();
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giveFocusToDialog(dialog);
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}
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if (_redrawStatus != kRedrawFull)
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_redrawStatus = kRedrawCloseDialog;
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redraw();
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}
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void GuiManager::setupCursor() {
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const byte palette[] = {
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255, 255, 255,
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255, 255, 255,
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171, 171, 171,
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87, 87, 87
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};
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CursorMan.pushCursorPalette(palette, 0, 4);
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CursorMan.pushCursor(NULL, 0, 0, 0, 0, 0);
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CursorMan.showMouse(true);
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}
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// Draw the mouse cursor (animated). This is pretty much the same as in old
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// SCUMM games, but the code no longer resembles what we have in cursor.cpp
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// very much. We could plug in a different cursor here if we like to.
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void GuiManager::animateCursor() {
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int time = _system->getMillis(true);
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if (time > _cursorAnimateTimer + kCursorAnimateDelay) {
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for (int i = 0; i < 15; i++) {
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if ((i < 6) || (i > 8)) {
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_cursor[16 * 7 + i] = _cursorAnimateCounter;
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_cursor[16 * i + 7] = _cursorAnimateCounter;
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}
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}
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CursorMan.replaceCursor(_cursor, 16, 16, 7, 7, 255);
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_cursorAnimateTimer = time;
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_cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4;
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}
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}
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bool GuiManager::checkScreenChange() {
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int tmpScreenChangeID = _system->getScreenChangeID();
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if (_lastScreenChangeID != tmpScreenChangeID) {
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screenChange();
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return true;
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}
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return false;
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}
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void GuiManager::screenChange() {
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_lastScreenChangeID = _system->getScreenChangeID();
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_width = _system->getOverlayWidth();
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_height = _system->getOverlayHeight();
|
|
|
|
// reinit the whole theme
|
|
_theme->refresh();
|
|
|
|
// refresh all dialogs
|
|
for (DialogStack::size_type i = 0; i < _dialogStack.size(); ++i) {
|
|
_dialogStack[i]->reflowLayout();
|
|
}
|
|
// We need to redraw immediately. Otherwise
|
|
// some other event may cause a widget to be
|
|
// redrawn before redraw() has been called.
|
|
_redrawStatus = kRedrawFull;
|
|
redraw();
|
|
_system->updateScreen();
|
|
}
|
|
|
|
void GuiManager::processEvent(const Common::Event &event, Dialog *const activeDialog) {
|
|
if (activeDialog == 0)
|
|
return;
|
|
int button;
|
|
uint32 time;
|
|
Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y);
|
|
|
|
switch (event.type) {
|
|
case Common::EVENT_KEYDOWN:
|
|
activeDialog->handleKeyDown(event.kbd);
|
|
break;
|
|
case Common::EVENT_KEYUP:
|
|
activeDialog->handleKeyUp(event.kbd);
|
|
break;
|
|
case Common::EVENT_MOUSEMOVE:
|
|
_globalMousePosition.x = event.mouse.x;
|
|
_globalMousePosition.y = event.mouse.y;
|
|
activeDialog->handleMouseMoved(mouse.x, mouse.y, 0);
|
|
|
|
if (mouse.x != _lastMousePosition.x || mouse.y != _lastMousePosition.y) {
|
|
setLastMousePos(mouse.x, mouse.y);
|
|
}
|
|
|
|
break;
|
|
// We don't distinguish between mousebuttons (for now at least)
|
|
case Common::EVENT_LBUTTONDOWN:
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
button = (event.type == Common::EVENT_LBUTTONDOWN ? 1 : 2);
|
|
time = _system->getMillis(true);
|
|
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);
|
|
break;
|
|
case Common::EVENT_LBUTTONUP:
|
|
case Common::EVENT_RBUTTONUP:
|
|
button = (event.type == Common::EVENT_LBUTTONUP ? 1 : 2);
|
|
activeDialog->handleMouseUp(mouse.x, mouse.y, button, _lastClick.count);
|
|
break;
|
|
case Common::EVENT_WHEELUP:
|
|
activeDialog->handleMouseWheel(mouse.x, mouse.y, -1);
|
|
break;
|
|
case Common::EVENT_WHEELDOWN:
|
|
activeDialog->handleMouseWheel(mouse.x, mouse.y, 1);
|
|
break;
|
|
case Common::EVENT_SCREEN_CHANGED:
|
|
screenChange();
|
|
break;
|
|
default:
|
|
#ifdef ENABLE_KEYMAPPER
|
|
activeDialog->handleOtherEvent(event);
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GuiManager::scheduleTopDialogRedraw() {
|
|
_redrawStatus = kRedrawTopDialog;
|
|
}
|
|
|
|
void GuiManager::giveFocusToDialog(Dialog *dialog) {
|
|
int16 dialogX = _globalMousePosition.x - dialog->_x;
|
|
int16 dialogY = _globalMousePosition.y - dialog->_y;
|
|
dialog->receivedFocus(dialogX, dialogY);
|
|
setLastMousePos(dialogX, dialogY);
|
|
}
|
|
|
|
void GuiManager::setLastMousePos(int16 x, int16 y) {
|
|
_lastMousePosition.x = x;
|
|
_lastMousePosition.y = y;
|
|
_lastMousePosition.time = _system->getMillis(true);
|
|
}
|
|
|
|
} // End of namespace GUI
|