scummvm/gui/gui-manager.cpp
Miro Kropacek b5dc9dd949 GUI: Fix sliding up of the console
#4953 optimized redrawing of the top dialog in commit f824f8a. This
however broke console's sliding up as the code in question depended on
the fact that it was internally equivalent to a full redraw.
2023-05-11 23:53:17 +02:00

879 lines
26 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/events.h"
#include "common/translation.h"
#include "common/zip-set.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,
kTooltipSameWidgetDelay = 7000
};
// Constructor
GuiManager::GuiManager() : CommandSender(nullptr), _redrawStatus(kRedrawDisabled), _stateIsSaved(false),
_cursorAnimateCounter(0), _cursorAnimateTimer(0) {
_theme = nullptr;
_useStdCursor = false;
_system = g_system;
_lastScreenChangeID = _system->getScreenChangeID();
computeScaleFactor();
_launched = false;
_useRTL = false;
_iconsSetChanged = false;
_topDialogLeftPadding = 0;
_topDialogRightPadding = 0;
_displayTopDialogOnly = false;
// 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
initTextToSpeech();
initIconsSet();
_iconsSetChanged = false;
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"));
// 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");
}
}
}
GuiManager::~GuiManager() {
delete _theme;
}
void GuiManager::initIconsSet() {
Common::StackLock lock(_iconsMutex);
_iconsSet.clear();
_iconsSetChanged = Common::generateZipSet(_iconsSet, "gui-icons.dat", "gui-icons*.dat");
}
void GuiManager::computeScaleFactor() {
uint16 w = g_system->getOverlayWidth();
uint16 h = g_system->getOverlayHeight();
_scaleFactor = g_system->getHiDPIScreenFactor();
if (ConfMan.hasKey("gui_scale"))
_scaleFactor *= ConfMan.getInt("gui_scale") / 100.f;
_baseHeight = (int16)((float)h / _scaleFactor);
_baseWidth = (int16)((float)w / _scaleFactor);
// Never go below 320x200. Our GUI layout is not designed to go below that.
// On the DS, this causes issues at 256x192 due to the use of non-scalable
// BDF fonts.
#ifndef __DS__
if (_baseHeight < 200) {
_baseHeight = 200;
_scaleFactor = (float)h / (float)_baseHeight;
_baseWidth = (int16)((float)w / _scaleFactor);
}
if (_baseWidth < 320) {
_baseWidth = 320;
_scaleFactor = (float)w / (float)_baseWidth;
_baseHeight = (int16)((float)h / _scaleFactor);
}
#endif
if (_theme)
_theme->setBaseResolution(_baseWidth, _baseHeight, _scaleFactor);
debug(3, "Setting %d x %d -> %d x %d -- %g", w, h, _baseWidth, _baseHeight, _scaleFactor);
}
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);
act = new Action(kStandardActionEE, _("???"));
act->setKeyEvent(KEYCODE_v);
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);
newTheme->setBaseResolution(_baseWidth, _baseHeight, _scaleFactor);
if (!newTheme->init()) {
delete newTheme;
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.
redrawFull();
return true;
}
void GuiManager::redrawFull() {
_redrawStatus = kRedrawFull;
redraw();
_system->updateScreen();
}
void GuiManager::displayTopDialogOnly(bool mode) {
if (mode == _displayTopDialogOnly)
return;
_displayTopDialogOnly = mode;
redrawFull();
}
void GuiManager::redrawInternalTopDialogOnly() {
// This is the simple case where only one dialog (the top one) is drawn on screen
switch (_redrawStatus) {
case kRedrawCloseDialog:
case kRedrawFull:
case kRedrawOpenDialog:
// Clear everything
_theme->clearAll();
// fall through
case kRedrawTopDialog:
// Draw top dialog background on backbuffer
_theme->drawToBackbuffer();
_dialogStack.top()->drawDialog(kDrawLayerBackground);
// Copy just drawn background to screen and draw foreground
_theme->drawToScreen();
_theme->copyBackBufferToScreen();
_dialogStack.top()->drawDialog(kDrawLayerForeground);
break;
default:
// Redraw only the widgets that are marked as dirty on screen
_theme->drawToScreen();
_dialogStack.top()->drawWidgets();
break;
}
}
void GuiManager::redrawInternal() {
ThemeEngine::ShadingStyle shading;
shading = (ThemeEngine::ShadingStyle)xmlEval()->getVar("Dialog." + _dialogStack.top()->_name + ".Shading", 0);
switch (_redrawStatus) {
case kRedrawCloseDialog:
case kRedrawFull:
// Clear everything
_theme->clearAll();
// Draw background and foreground of the whole dialog stack except top one on the backbuffer
_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:
case kRedrawTopDialog:
// This case is an optimization to avoid redrawing the whole dialog
// stack when opening a new dialog or redrawing the current one.
_theme->drawToBackbuffer();
if (_redrawStatus == kRedrawOpenDialog && _dialogStack.size() > 1) {
// When opening a new dialog, merge the foreground of the last top dialog
// inside the backbuffer
// New top dialog foreground will be drawn on screen
Dialog *previousDialog = _dialogStack[_dialogStack.size() - 2];
previousDialog->drawDialog(kDrawLayerForeground);
}
// Do not shade when only redrawing the top dialog: shading has already been applied
// Do not shade more than once when opening many dialogs on top of each other.
// Shading being already applied previously, screen darkens
if ((_redrawStatus != kRedrawTopDialog) &&
((_redrawStatus != kRedrawOpenDialog) || (_dialogStack.size() <= 2))) {
_theme->applyScreenShading(shading);
}
// Finally, draw the top dialog background
_dialogStack.top()->drawDialog(kDrawLayerBackground);
// copy everything to screen and render the top dialog foreground
_theme->drawToScreen();
_theme->copyBackBufferToScreen();
_dialogStack.top()->drawDialog(kDrawLayerForeground);
break;
default:
// Redraw only the widgets that are marked as dirty on screen
_theme->drawToScreen();
_dialogStack.top()->drawWidgets();
break;
}
}
void GuiManager::redraw() {
if (_dialogStack.empty())
return;
// Reset any custom RTL paddings set by stacked dialogs when we go back to the top
if (useRTL() && _dialogStack.size() == 1) {
setDialogPaddings(0, 0);
}
if (_displayTopDialogOnly) {
redrawInternalTopDialogOnly();
} else {
redrawInternal();
}
_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;
}
}
}
for (auto it = _guiObjectTrash.begin(); it != _guiObjectTrash.end(); ++it) {
if (it->object == object) {
debug(6, "The object %p was already scheduled for deletion, skipping", (void *)(*it).object);
return;
}
}
_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.acquireRecording();
#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() && (!g_engine || !eventMan->shouldReturnToLauncher())) {
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 a mouse move
// event queued before a 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);
}
// If iconsSet was modified, notify dialogs so that they can be updated if needed
_iconsMutex.lock();
bool iconsChanged = _iconsSetChanged;
_iconsSetChanged = false;
_iconsMutex.unlock();
if (iconsChanged) {
for (DialogStack::size_type i = 0; i < _dialogStack.size(); ++i) {
setTarget(_dialogStack[i]);
sendCommand(kIconsSetLoadedCmd, 0);
}
}
// 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;
}
// Handle tooltip for the widget under the mouse cursor.
// 1. Only try to show a tooltip if the mouse cursor was actually moved
// and sufficient time (kTooltipDelay) passed since mouse cursor rested in-place.
// Note, Dialog objects acquiring or losing focus lead to a _lastMousePosition update,
// which may lead to a change of its time and x,y coordinate values.
// See: GuiManager::giveFocusToDialog()
// We avoid updating _lastMousePosition when giving focus to the Tooltip object
// by having the Tooltip objects set a false value for their (inherited) member
// var _mouseUpdatedOnFocus (in Tooltip::setup()).
// However, when the tooltip loses focus, _lastMousePosition will be updated.
// If the mouse had stayed in the same position in the meantime,
// then at the time of the tooltip losing focus
// the _lastMousePosition.time will be new, but the x,y cordinates
// will be the same as the stored ones in _lastTooltipShown.
// 2. If the mouse was moved but ended on the same (tooltip enabled) widget,
// then delay showing the tooltip based on the value of kTooltipSameWidgetDelay.
uint32 systemMillisNowForTooltipCheck = _system->getMillis(true);
if ((_lastTooltipShown.x != _lastMousePosition.x || _lastTooltipShown.y != _lastMousePosition.y)
&& _lastMousePosition.time + kTooltipDelay < systemMillisNowForTooltipCheck) {
Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y);
if (wdg && wdg->hasTooltip() && !(wdg->getFlags() & WIDGET_PRESSED)
&& (_lastTooltipShown.wdg != wdg || _lastTooltipShown.time + kTooltipSameWidgetDelay < systemMillisNowForTooltipCheck)) {
_lastTooltipShown.time = systemMillisNowForTooltipCheck;
_lastTooltipShown.wdg = wdg;
_lastTooltipShown.x = _lastMousePosition.x;
_lastTooltipShown.y = _lastMousePosition.y;
if (wdg->getType() != kEditTextWidget || activeDialog->getFocusWidget() != wdg) {
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.
// In case we have vsync enabled, we should rely on vsync to do take care about frame times.
// With vsync enabled, we currently have to force a frame time of 1ms since otherwise
// CPU usage will skyrocket on one thread as soon as no updateScreen(); calls happening.
if (g_system->getFeatureState(OSystem::kFeatureVSync)) {
_system->delayMillis(1);
} else {
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 noticeable in bug #5954 "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() || (g_engine && eventMan->shouldReturnToLauncher())) && activeDialog == getTopDialog())
getTopDialog()->close();
if (didSaveState) {
_theme->disable();
restoreState();
_useStdCursor = false;
}
#ifdef ENABLE_EVENTRECORDER
// Resume recording once GUI is shown
g_eventRec.releaseRecording();
#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() {
#ifdef ENABLE_EVENTRECORDER
// Suspend recording while GUI is redrawn.
// We need this in addition to the lock in runLoop, as EVENT_SCREEN_CHANGED can
// be fired by in-game GUI components (such as the event recorder itself)
g_eventRec.acquireRecording();
#endif
_lastScreenChangeID = _system->getScreenChangeID();
computeScaleFactor();
// 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.
redrawFull();
#ifdef ENABLE_EVENTRECORDER
// Resume recording once GUI has redrawn
g_eventRec.releaseRecording();
#endif
}
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() {
// Open/Close dialog redraws have higher priority, otherwise they may not be processed at all
if (_redrawStatus != kRedrawOpenDialog && _redrawStatus != kRedrawCloseDialog)
_redrawStatus = kRedrawTopDialog;
}
void GuiManager::scheduleFullRedraw() {
_redrawStatus = kRedrawFull;
}
void GuiManager::giveFocusToDialog(Dialog *dialog) {
int16 dialogX = _globalMousePosition.x - dialog->_x;
int16 dialogY = _globalMousePosition.y - dialog->_y;
dialog->receivedFocus(dialogX, dialogY);
if (dialog->isMouseUpdatedOnFocus()) {
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") || language.equals("ar")) { // 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;
}
void GuiManager::initTextToSpeech() {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan == nullptr)
return;
ttsMan->enable(ConfMan.hasKey("tts_enabled", "scummvm") ? ConfMan.getBool("tts_enabled", "scummvm") : false);
#ifdef USE_TRANSLATION
Common::String currentLanguage = TransMan.getCurrentLanguage();
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);
}
} // End of namespace GUI