mirror of
https://github.com/libretro/scummvm.git
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541 lines
14 KiB
C++
541 lines
14 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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#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 "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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// 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 (_redrawStatus == kRedrawDisabled || _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() > 2)
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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->openDialog(true, ThemeEngine::kShadingNone);
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for (DialogStack::size_type i = 0; i < _dialogStack.size() - 1; i++)
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_dialogStack[i]->drawDialog();
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_theme->finishBuffering();
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// fall through
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case kRedrawOpenDialog:
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_theme->updateScreen(false);
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_theme->openDialog(true, shading);
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_dialogStack.top()->drawDialog();
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_theme->finishBuffering();
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break;
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default:
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return;
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}
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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::runLoop() {
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Dialog * const activeDialog = getTopDialog();
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bool didSaveState = false;
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int button;
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uint32 time;
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if (activeDialog == 0)
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return;
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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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_lastMousePosition.x = _lastMousePosition.y = -1;
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_lastMousePosition.time = 0;
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Common::EventManager *eventMan = _system->getEventManager();
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uint32 lastRedraw = 0;
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const uint32 waitTime = 1000 / 45;
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bool tooltipCheck = false;
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while (!_dialogStack.empty() && activeDialog == getTopDialog() && !eventMan->shouldQuit()) {
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redraw();
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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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// _theme->updateScreen();
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// _system->updateScreen();
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if (lastRedraw + waitTime < _system->getMillis()) {
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_theme->updateScreen();
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_system->updateScreen();
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lastRedraw = _system->getMillis();
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}
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Common::Event event;
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while (eventMan->pollEvent(event)) {
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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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continue;
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Common::Point mouse(event.mouse.x - activeDialog->_x, event.mouse.y - activeDialog->_y);
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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activeDialog->handleKeyDown(event.kbd);
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break;
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case Common::EVENT_KEYUP:
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activeDialog->handleKeyUp(event.kbd);
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break;
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case Common::EVENT_MOUSEMOVE:
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activeDialog->handleMouseMoved(mouse.x, mouse.y, 0);
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if (mouse.x != _lastMousePosition.x || mouse.y != _lastMousePosition.y) {
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_lastMousePosition.x = mouse.x;
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_lastMousePosition.y = mouse.y;
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_lastMousePosition.time = _system->getMillis();
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}
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tooltipCheck = true;
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break;
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// We don't distinguish between mousebuttons (for now at least)
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_RBUTTONDOWN:
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button = (event.type == Common::EVENT_LBUTTONDOWN ? 1 : 2);
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time = _system->getMillis();
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if (_lastClick.count && (time < _lastClick.time + kDoubleClickDelay)
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&& ABS(_lastClick.x - event.mouse.x) < 3
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&& ABS(_lastClick.y - event.mouse.y) < 3) {
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_lastClick.count++;
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} else {
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_lastClick.x = event.mouse.x;
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_lastClick.y = event.mouse.y;
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_lastClick.count = 1;
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}
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_lastClick.time = time;
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activeDialog->handleMouseDown(mouse.x, mouse.y, button, _lastClick.count);
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break;
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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button = (event.type == Common::EVENT_LBUTTONUP ? 1 : 2);
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activeDialog->handleMouseUp(mouse.x, mouse.y, button, _lastClick.count);
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break;
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case Common::EVENT_WHEELUP:
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activeDialog->handleMouseWheel(mouse.x, mouse.y, -1);
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break;
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case Common::EVENT_WHEELDOWN:
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activeDialog->handleMouseWheel(mouse.x, mouse.y, 1);
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break;
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case Common::EVENT_SCREEN_CHANGED:
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screenChange();
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break;
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default:
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#ifdef ENABLE_KEYMAPPER
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activeDialog->handleOtherEvent(event);
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#endif
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break;
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}
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if (lastRedraw + waitTime < _system->getMillis()) {
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_theme->updateScreen();
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_system->updateScreen();
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lastRedraw = _system->getMillis();
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}
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}
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if (tooltipCheck && _lastMousePosition.time + kTooltipDelay < _system->getMillis()) {
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Widget *wdg = activeDialog->findWidget(_lastMousePosition.x, _lastMousePosition.y);
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if (wdg && wdg->getTooltip() && !(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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// Delay for a moment
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_system->delayMillis(10);
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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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}
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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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dialog->receivedFocus();
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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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getTopDialog()->receivedFocus();
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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();
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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();
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// reinit the whole theme
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_theme->refresh();
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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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}
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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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}
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} // End of namespace GUI
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