scummvm/gui/gui-manager.cpp
Thierry Crozat 32bbf489e9 GUI: Add exitLoop() method to GuiManager
The idea is to allow backends to start a game even after the
LauncherDialog has been created, and for that they need a way
to close the existing GUI dialogs.
2020-09-13 00:21:34 +01:00

717 lines
20 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.
*
*/
#include "common/events.h"
#include "common/system.h"
#include "common/util.h"
#include "common/config-manager.h"
#include "common/algorithm.h"
#include "common/rect.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "gui/EventRecorder.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "gui/gui-manager.h"
#include "gui/dialog.h"
#include "gui/ThemeEngine.h"
#include "gui/ThemeEval.h"
#include "gui/Tooltip.h"
#include "gui/widget.h"
#include "graphics/cursorman.h"
namespace Common {
DECLARE_SINGLETON(GUI::GuiManager);
}
namespace GUI {
enum {
kDoubleClickDelay = 500, // milliseconds
kCursorAnimateDelay = 250,
kTooltipDelay = 1250
};
// Constructor
GuiManager::GuiManager() : _redrawStatus(kRedrawDisabled), _stateIsSaved(false),
_cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_theme = nullptr;
_useStdCursor = false;
_system = g_system;
_lastScreenChangeID = _system->getScreenChangeID();
_width = _system->getOverlayWidth();
_height = _system->getOverlayHeight();
_launched = false;
_useRTL = false;
_topDialogLeftPadding = 0;
_topDialogRightPadding = 0;
// Clear the cursor
memset(_cursor, 0xFF, sizeof(_cursor));
#ifdef USE_TRANSLATION
// Enable translation
TransMan.setLanguage(ConfMan.get("gui_language").c_str());
setLanguageRTL();
#endif // USE_TRANSLATION
#ifdef USE_TTS
initTextToSpeech();
#endif // USE_TTS
ConfMan.registerDefault("gui_theme", "scummremastered");
Common::String themefile(ConfMan.get("gui_theme"));
ConfMan.registerDefault("gui_renderer", ThemeEngine::findModeConfigName(ThemeEngine::_defaultRendererMode));
ThemeEngine::GraphicsMode gfxMode = (ThemeEngine::GraphicsMode)ThemeEngine::findMode(ConfMan.get("gui_renderer"));
#ifdef __DS__
// Searching for the theme file takes ~10 seconds on the DS.
// Disable this search here because external themes are not supported.
if (!loadNewTheme("builtin", gfxMode)) {
// Loading the built-in theme failed as well. Bail out
error("Failed to load any GUI theme, aborting");
}
#else
// Try to load the theme
if (!loadNewTheme(themefile, gfxMode)) {
// Loading the theme failed, try to load the built-in theme
if (!loadNewTheme("builtin", gfxMode)) {
// Loading the built-in theme failed as well. Bail out
error("Failed to load any GUI theme, aborting");
}
}
#endif
}
GuiManager::~GuiManager() {
delete _theme;
}
Common::Keymap *GuiManager::getKeymap() const {
using namespace Common;
Keymap *guiMap = new Keymap(Keymap::kKeymapTypeGui, kGuiKeymapName, _("GUI"));
Action *act;
act = new Action(Common::kStandardActionInteract, _("Interact"));
act->addDefaultInputMapping("JOY_A");
act->setLeftClickEvent();
guiMap->addAction(act);
act = new Action("CLOS", _("Close"));
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
guiMap->addAction(act);
act = new Action(kStandardActionMoveUp, _("Up"));
act->setKeyEvent(KEYCODE_UP);
act->addDefaultInputMapping("JOY_UP");
guiMap->addAction(act);
act = new Action(kStandardActionMoveDown, _("Down"));
act->setKeyEvent(KEYCODE_DOWN);
act->addDefaultInputMapping("JOY_DOWN");
guiMap->addAction(act);
act = new Action(kStandardActionMoveLeft, _("Left"));
act->setKeyEvent(KEYCODE_LEFT);
act->addDefaultInputMapping("JOY_LEFT");
guiMap->addAction(act);
act = new Action(kStandardActionMoveRight, _("Right"));
act->setKeyEvent(KEYCODE_RIGHT);
act->addDefaultInputMapping("JOY_RIGHT");
guiMap->addAction(act);
return guiMap;
}
void GuiManager::initKeymap() {
using namespace Common;
Keymapper *mapper = _system->getEventManager()->getKeymapper();
// Do not try to recreate same keymap over again
if (mapper->getKeymap(kGuiKeymapName) != 0)
return;
Keymap *guiMap = getKeymap();
mapper->addGlobalKeymap(guiMap);
}
void GuiManager::enableKeymap(bool enabled) {
Common::Keymapper *keymapper = _system->getEventManager()->getKeymapper();
keymapper->setEnabledKeymapType(enabled ? Common::Keymap::kKeymapTypeGui : Common::Keymap::kKeymapTypeGame);
}
bool GuiManager::loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx, bool forced) {
// If we are asked to reload the currently active theme, just do nothing
// FIXME: Actually, why? It might be desirable at times to force a theme reload...
if (!forced)
if (_theme && id == _theme->getThemeId() && gfx == _theme->getGraphicsMode())
return true;
ThemeEngine *newTheme = nullptr;
if (gfx == ThemeEngine::kGfxDisabled)
gfx = ThemeEngine::_defaultRendererMode;
// Try to load the new theme
newTheme = new ThemeEngine(id, gfx);
assert(newTheme);
if (!newTheme->init())
return false;
//
// Disable and delete the old theme
//
if (_theme)
_theme->disable();
delete _theme;
if (_useStdCursor) {
CursorMan.popCursorPalette();
CursorMan.popCursor();
}
//
// Enable the new theme
//
_theme = newTheme;
_useStdCursor = !_theme->ownCursor();
// If _stateIsSaved is set, we know that a Theme is already initialized,
// thus we initialize the new theme properly
if (_stateIsSaved) {
_theme->enable();
if (_useStdCursor)
setupCursor();
}
// 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();
return true;
}
void GuiManager::redrawFull() {
_redrawStatus = kRedrawFull;
redraw();
_system->updateScreen();
}
void GuiManager::redraw() {
ThemeEngine::ShadingStyle shading;
if (_dialogStack.empty())
return;
shading = (ThemeEngine::ShadingStyle)xmlEval()->getVar("Dialog." + _dialogStack.top()->_name + ".Shading", 0);
// Tanoku: Do not apply shading more than once when opening many dialogs
// on top of each other. Screen ends up being too dark and it's a
// performance hog.
if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 3)
shading = ThemeEngine::kShadingNone;
switch (_redrawStatus) {
case kRedrawCloseDialog:
case kRedrawFull:
case kRedrawTopDialog:
_theme->clearAll();
_theme->drawToBackbuffer();
for (DialogStack::size_type i = 0; i < _dialogStack.size() - 1; i++) {
_dialogStack[i]->drawDialog(kDrawLayerBackground);
_dialogStack[i]->drawDialog(kDrawLayerForeground);
}
// fall through
case kRedrawOpenDialog:
// This case is an optimization to avoid redrawing the whole dialog
// stack when opening a new dialog.
_theme->drawToBackbuffer();
if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 1) {
Dialog *previousDialog = _dialogStack[_dialogStack.size() - 2];
previousDialog->drawDialog(kDrawLayerForeground);
}
_theme->applyScreenShading(shading);
_dialogStack.top()->drawDialog(kDrawLayerBackground);
_theme->drawToScreen();
_theme->copyBackBufferToScreen();
_dialogStack.top()->drawDialog(kDrawLayerForeground);
break;
default:
break;
}
// Redraw the widgets that are marked as dirty
_theme->drawToScreen();
_dialogStack.top()->drawWidgets();
_theme->updateScreen();
_redrawStatus = kRedrawDisabled;
}
Dialog *GuiManager::getTopDialog() const {
if (_dialogStack.empty())
return nullptr;
return _dialogStack.top();
}
void GuiManager::addToTrash(GuiObject* object, Dialog* parent) {
debug(7, "Adding Gui Object %p to trash", (void *)object);
GuiObjectTrashItem t;
t.object = object;
t.parent = nullptr;
// If a dialog was provided, check it is in the dialog stack
if (parent != nullptr) {
for (uint i = 0 ; i < _dialogStack.size() ; ++i) {
if (_dialogStack[i] == parent) {
t.parent = parent;
break;
}
}
}
_guiObjectTrash.push_back(t);
}
void GuiManager::runLoop() {
Dialog * const activeDialog = getTopDialog();
bool didSaveState = false;
if (activeDialog == nullptr)
return;
#ifdef ENABLE_EVENTRECORDER
// Suspend recording while GUI is shown
g_eventRec.suspendRecording();
#endif
if (!_stateIsSaved) {
saveState();
_theme->enable();
didSaveState = true;
_useStdCursor = !_theme->ownCursor();
if (_useStdCursor)
setupCursor();
// _theme->refresh();
_redrawStatus = kRedrawFull;
redraw();
}
Common::EventManager *eventMan = _system->getEventManager();
const uint32 targetFrameDuration = 1000 / 60;
while (!_dialogStack.empty() && activeDialog == getTopDialog() && !eventMan->shouldQuit()) {
uint32 frameStartTime = _system->getMillis(true);
// Don't "tickle" the dialog until the theme has had a chance
// to re-allocate buffers in case of a scaler change.
activeDialog->handleTickle();
if (_useStdCursor)
animateCursor();
Common::Event event;
while (eventMan->pollEvent(event)) {
// We will need to check whether the screen changed while polling
// for an event here. While we do send EVENT_SCREEN_CHANGED
// whenever this happens we still cannot be sure that we get such
// an event immediately. For example, we might have an mouse move
// event queued before an screen changed event. In some rare cases
// this would make the GUI redraw (with the code a few lines
// below) when it is not yet updated for new overlay dimensions.
// As a result ScummVM would crash because it tries to copy data
// outside the actual overlay screen.
if (event.type != Common::EVENT_SCREEN_CHANGED) {
checkScreenChange();
}
// The top dialog can change during the event loop. In that case, flush all the
// dialog-related events since they were probably generated while the old dialog
// was still visible, and therefore not intended for the new one.
//
// This hopefully fixes strange behavior/crashes with pop-up widgets. (Most easily
// triggered in 3x mode or when running ScummVM under Valgrind.)
if (activeDialog != getTopDialog() && event.type != Common::EVENT_SCREEN_CHANGED) {
processEvent(event, getTopDialog());
continue;
}
processEvent(event, activeDialog);
}
// Delete GuiObject that have been added to the trash for a delayed deletion
Common::List<GuiObjectTrashItem>::iterator it = _guiObjectTrash.begin();
while (it != _guiObjectTrash.end()) {
if ((*it).parent == nullptr || (*it).parent == activeDialog) {
debug(7, "Delayed deletion of Gui Object %p", (void *)(*it).object);
delete (*it).object;
it = _guiObjectTrash.erase(it);
} else
++it;
}
if (_lastMousePosition.time + kTooltipDelay < _system->getMillis(true)) {
Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y);
if (wdg && wdg->hasTooltip() && !(wdg->getFlags() & WIDGET_PRESSED)) {
Tooltip *tooltip = new Tooltip();
tooltip->setup(activeDialog, wdg, _lastMousePosition.x, _lastMousePosition.y);
tooltip->runModal();
delete tooltip;
}
}
redraw();
// Delay until the allocated frame time is elapsed to match the target frame rate
uint32 actualFrameDuration = _system->getMillis(true) - frameStartTime;
if (actualFrameDuration < targetFrameDuration) {
_system->delayMillis(targetFrameDuration - actualFrameDuration);
}
_system->updateScreen();
}
// WORKAROUND: When quitting we might not properly close the dialogs on
// the dialog stack, thus we do this here to avoid any problems.
// This is most noticable in bug #3481395 "LAUNCHER: Can't quit from unsupported game dialog".
// It seems that Dialog::runModal never removes the dialog from the dialog
// stack, thus if the dialog does not call Dialog::close to close itself
// it will never be removed. Since we can have multiple run loops being
// called we cannot rely on catching EVENT_QUIT in the event loop above,
// since it would only catch it for the top run loop.
if (eventMan->shouldQuit() && activeDialog == getTopDialog())
getTopDialog()->close();
if (didSaveState) {
_theme->disable();
restoreState();
_useStdCursor = false;
}
#ifdef ENABLE_EVENTRECORDER
// Resume recording once GUI is shown
g_eventRec.resumeRecording();
#endif
}
void GuiManager::exitLoop() {
while (!_dialogStack.empty())
getTopDialog()->close();
}
#pragma mark -
void GuiManager::saveState() {
initKeymap();
enableKeymap(true);
// Backup old cursor
_lastClick.x = _lastClick.y = 0;
_lastClick.time = 0;
_lastClick.count = 0;
_stateIsSaved = true;
}
void GuiManager::restoreState() {
enableKeymap(false);
if (_useStdCursor) {
CursorMan.popCursor();
CursorMan.popCursorPalette();
}
_system->updateScreen();
_stateIsSaved = false;
}
void GuiManager::openDialog(Dialog *dialog) {
giveFocusToDialog(dialog);
if (!_dialogStack.empty())
getTopDialog()->lostFocus();
_dialogStack.push(dialog);
if (_redrawStatus != kRedrawFull)
_redrawStatus = kRedrawOpenDialog;
// We reflow the dialog just before opening it. If the screen changed
// since the last time we looked, also refresh the loaded theme,
// and reflow all other open dialogs, too.
if (!checkScreenChange())
dialog->reflowLayout();
}
void GuiManager::closeTopDialog() {
// Don't do anything if no dialog is open
if (_dialogStack.empty())
return;
// Remove the dialog from the stack
_dialogStack.pop()->lostFocus();
if (!_dialogStack.empty()) {
Dialog *dialog = getTopDialog();
giveFocusToDialog(dialog);
}
if (_redrawStatus != kRedrawFull)
_redrawStatus = kRedrawCloseDialog;
redraw();
}
void GuiManager::setupCursor() {
const byte palette[] = {
255, 255, 255,
255, 255, 255,
171, 171, 171,
87, 87, 87
};
CursorMan.pushCursorPalette(palette, 0, 4);
CursorMan.pushCursor(nullptr, 0, 0, 0, 0, 0);
CursorMan.showMouse(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 GuiManager::animateCursor() {
int time = _system->getMillis(true);
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, 255);
_cursorAnimateTimer = time;
_cursorAnimateCounter = (_cursorAnimateCounter + 1) % 4;
}
}
bool GuiManager::checkScreenChange() {
int tmpScreenChangeID = _system->getScreenChangeID();
if (_lastScreenChangeID != tmpScreenChangeID) {
screenChange();
return true;
}
return false;
}
void GuiManager::screenChange() {
_lastScreenChangeID = _system->getScreenChangeID();
_width = _system->getOverlayWidth();
_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 == nullptr)
return;
int button;
uint32 time;
Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y);
if (g_gui.useRTL()) {
mouse.x = g_system->getOverlayWidth() - event.mouse.x - activeDialog->_x + g_gui.getOverlayOffset();
}
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:
if (g_gui.useRTL()) {
_globalMousePosition.x = g_system->getOverlayWidth() - event.mouse.x + g_gui.getOverlayOffset();
} else {
_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:
activeDialog->handleOtherEvent(event);
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);
}
void GuiManager::setLanguageRTL() {
if (ConfMan.hasKey("guiRTL")) { // Put guiRTL = yes to your scummvm.ini to force RTL GUI
_useRTL = ConfMan.getBool("guiRTL");
return;
}
#ifdef USE_TRANSLATION
Common::String language = TransMan.getCurrentLanguage();
if (language.equals("he")) { // GUI TODO: modify when we'll support other RTL languages, such as Arabic and Farsi
_useRTL = true;
return;
}
#endif // USE_TRANSLATION
_useRTL = false;
}
void GuiManager::setDialogPaddings(int l, int r) {
_topDialogLeftPadding = l;
_topDialogRightPadding = r;
}
#ifdef USE_TTS
void GuiManager::initTextToSpeech() {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan == nullptr)
return;
#ifdef USE_TRANSLATION
Common::String currentLanguage = TransMan.getCurrentLanguage();
if (currentLanguage == "C")
currentLanguage = "en";
ttsMan->setLanguage(currentLanguage);
#endif
int volume = (ConfMan.getInt("speech_volume", "scummvm") * 100) / 256;
if (ConfMan.hasKey("mute", "scummvm") && ConfMan.getBool("mute", "scummvm"))
volume = 0;
ttsMan->setVolume(volume);
unsigned voice;
if(ConfMan.hasKey("tts_voice")) {
voice = ConfMan.getInt("tts_voice", "scummvm");
if (voice >= ttsMan->getVoicesArray().size())
voice = ttsMan->getDefaultVoice();
} else
voice = ttsMan->getDefaultVoice();
ttsMan->setVoice(voice);
}
#endif
} // End of namespace GUI